[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

The hour is basic.

Free exploration: Haste

Ezren heads to the Rusty Dragon, where he sees a henchman running off with a Spell. "Hey, we need that!"

Shuffle Haste into the Warrens.
Summon Bandit
BYA: Recharge Mirror Image
Combat 8: 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 3) = 21
Heal: Fiery Glare
Next card is: Scroching Ray, draw it.
Arcane 9 recharge: 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Recharged
Defeated

Scenario: 1d6 ⇒ 3
Nope. Not 4 armors.
Reroll: 1d6 ⇒ 6
Nope. Not 4 blessings.

Discard Snick to explore: Token of Remembrance
Another Bandit appears with an item.
"This is getting ridiculous."
Shuffle Token of Remembrance into Warrens
Summon Bandit
BYA: Recharge Sihedron Medallion
Play Scorching Ray
Combat 8: 1d12 + 4 + 2d6 ⇒ (8) + 4 + (1, 6) = 19
Next card is: Force Missile. Draw it.
Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Discarded
Defeated

Scenario: 1d6 ⇒ 6
Nope. Not 4 blessings.

Ezren ends his 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, Force Missile, Invisibility, Mirror Image, Arcane Robes, Rodrick
Deck: 8 Discard: 4 Buried: 0 Displayed: 0
Notes: Reroll: Not Used, Die Bumps: 0/1
Available:

Summary: Move to Rusty Dragon. Shuffle Haste and Token of Remembrance into Warrens. Balazar and Salim need to fight 2 more bandits.


Salim needs to encounter a summoned Ancient Skeleton from Balazar's turn, then 2 summoned Bandits from Ezren's turn.
Balazar needs to encounter 2 summoned Bandits from Ezren's turn.

During This Adventure: Adventure Deck Number: 2

During This Scenario:

When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 25, Salim/NathanDavis

    Random Cards:

    Monsters
    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:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    Spoiler:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Spoiler:
    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.

    Spoiler:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Barriers
    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 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:
    Large Chest
    Barrier B
    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:
    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:
    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:
    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.

    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:
    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 +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:
    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.

    Spells
    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:
    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.

    Spoiler:
    Guidance
    Spell B
    Traits:
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 2
    Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

    Spoiler:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 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.

    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 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:
    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:
    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:
    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.

    Items
    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:
    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:
    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:
    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:
    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:
    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:
    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:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom~Survival~Intelligence~Arcane 7
    Bury this card to put a spell from your discard pile into your hand.~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.

    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 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 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:
    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.

    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: 6

    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 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 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 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 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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Junk Beach Card 1:
    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.

    Junk Beach Card 2:
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Salim/NathanDavis,

    The Rusty Dragon Card 1 (Burglar):
    Burglar
    Ally B
    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.

    The Rusty Dragon Card 2 (Wand of Force Missile):
    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.

    The Rusty Dragon Card 3 (Mercenary):
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 4 (Merchant):
    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.

    The Rusty Dragon Card 5 (Guard):
    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.

    The Rusty Dragon Card 6 (Night Watch):
    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.

    The Rusty Dragon Card 7 (Mace):
    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.

    The Rusty Dragon Card 8 (Goblin Warchanter):
    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.

    The Rusty Dragon Card 9 (Longsword):
    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.

    The Rusty Dragon Card 10 (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.

    The Rusty Dragon Card 11 (Thieve's Tools):
    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.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 3 Sp: 3 Ar: 3 I: 3 Al: 4 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    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.

    Warrens Card 2:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens 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.

    Warrens Card 4:
    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.

    Warrens Card 5:
    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.

    Warrens Card 6:
    Elven Chain Shirt
    Armor 1
    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.

    Warrens Card 7:
    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.

    Warrens Card 8:
    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.

    Warrens Card 9:
    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.

    Warrens Card 10:
    Magic Chain Mail
    Armor B
    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.

    Warrens Card 11:
    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.

    Warrens Card 12:
    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.

    Warrens Card 13:
    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.

    Warrens Card 14:
    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.

    Warrens Card 15:
    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.

    Warrens Card 16:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 17:
    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.

    Warrens Card 18:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.

    Warrens Card 19:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 20:
    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.
    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


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

    The ale in the Rusty Dragon is free-flowing, as evidenced by the drunk Bandits who are now dancing Macarena. But apparently not drunk enough to notice a target. One of them drunkenly stumbles towards Balazar

    Balazar casts Summon Minor Monster. Recharging Bound Imp before the combat, recharging spell, and revealing Tickood Boar. The Bandit is defeated.
    Recharge 10: 1d12 + 4 ⇒ (3) + 4 = 7

    Another Bandit thinks it can take on Balazar. Balazar casts Create Pit.
    Recharge 8: 1d12 + 4 ⇒ (7) + 4 = 11


    Deck Handler // Searching for: Armor 6

    Salim battles Ancient Skeletons. Reveals Deathbane Light Crossbow +1

    Combat 11: 1d8 + 2 + 2d8 ⇒ (4) + 2 + (4, 8) = 18

    Then a Bandit. BYA Recharge Deathbane Light Crossbow +1, Reveal Captain's Cutlass

    Combat 8: 1d8 + 4 + 1d6 + 1 ⇒ (2) + 4 + (5) + 1 = 12

    Then another Bandit. BYA Recharge BotG, Reveal Captain's Cutlass

    Combat 8: 1d8 + 4 + 1d6 + 1 ⇒ (2) + 4 + (4) + 1 = 11

    He them heads back to Junk Beach for some last minute things.

    Taking a risk, he sends the Ring of Protection to Junk Beach.

    Then a Bandit. BYA Recharge Captain's Cutlass

    Combat 8: 1d6 ⇒ 4

    No cards to discard.

    Salim wrote:

    Hand: Shackles of Compliance, Troubadour, Blessing of Erastil, Dandy Brute, Quick-Change Mask,

    Displayed:
    Deck: 8 Discard: 2 Buried: 1
    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.
    Favored Card: Weapon
    Hand Size 5 [ ] 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.


    Ezren's Hand || Ezren's Deck

    I think Salim sends the Ring of Protection to the Warrens.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 26, Balazar/khazkhaz

    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:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

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

    Spoiler:
    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.

    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.

    Barriers
    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.

    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:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    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:
    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:
    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.

    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:
    Shock Longbow +1
    Weapon B
    Traits:
    2-Handed
    Bow
    Magic
    Piercing
    Ranged To Acquire:
    Dexterity~Ranged 11
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.

    Spoiler:
    Spiked Chain
    Weapon B
    Traits:
    Chain
    Finesse
    Melee
    Piercing To Acquire:
    Strength~Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.~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:
    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:
    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:
    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:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 8
    For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 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:
    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.

    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:
    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 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.

    Spoiler:
    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.

    Spoiler:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    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:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    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.

    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:
    Cape of Escape
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    Allies
    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.

    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:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom 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.

    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.

    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 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.

    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: 5

    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 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 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 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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

    Junk Beach Card 1 (Staff of Minor Healing):
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 3 Al: 4 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon

    The Rusty Dragon Card 1 (Burglar):
    Burglar
    Ally B
    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.

    The Rusty Dragon Card 2 (Wand of Force Missile):
    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.

    The Rusty Dragon Card 3 (Mercenary):
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 4 (Merchant):
    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.

    The Rusty Dragon Card 5 (Guard):
    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.

    The Rusty Dragon Card 6 (Night Watch):
    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.

    The Rusty Dragon Card 7 (Mace):
    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.

    The Rusty Dragon Card 8 (Goblin Warchanter):
    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.

    The Rusty Dragon Card 9 (Longsword):
    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.

    The Rusty Dragon Card 10 (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.

    The Rusty Dragon Card 11 (Thieve's Tools):
    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.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 3 Sp: 3 Ar: 3 I: 4 Al: 4 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    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.

    Warrens Card 2:
    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.

    Warrens Card 3:
    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.

    Warrens Card 4:
    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.

    Warrens Card 5:
    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.

    Warrens Card 6:
    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.

    Warrens Card 7:
    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.

    Warrens Card 8:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.

    Warrens Card 9:
    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.

    Warrens Card 10:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 11:
    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.

    Warrens Card 12:
    Elven Chain Shirt
    Armor 1
    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.

    Warrens 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.

    Warrens Card 14:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 15:
    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.

    Warrens Card 16:
    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.

    Warrens Card 17:
    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.

    Warrens 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.

    Warrens Card 19:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 20:
    Magic Chain Mail
    Armor B
    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.

    Warrens Card 21:
    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.
    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


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

    At the Rusty Dragon, a Burglar leans towards Balazar for conversation. Balazar tells him there’s loot to be had at the Warrens.

    A wild Bandit appears! Recharging Eloquence before combat, and revealing Archon
    Combat 8: 2d10 + 2 ⇒ (4, 2) + 2 = 8
    The Bandit is stupefied by the Archon.

    1d6 ⇒ 5
    There are only three allies left so location stays open.

    Balazar wrote:

    Hand: Black Spot, Bound Lantern Archon, Blessing of the gods 2, Augury, Stone skin, Evolution surge,

    Displayed: Padrig,
    Deck: 8 Discard: 2 Buried: 0
    Notes: I can add 1d4 to your combat check
    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 needs to encounter a summoned Bandit from Balazar’s turn.

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 27, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    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:
    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:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    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.

    Barriers
    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Spoiler:
    Locked Passage
    Barrier B
    Traits:
    Elite
    Lock
    To Defeat:
    Dexterity~Disable 8
    OR Strength~Melee 16
    If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

    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:
    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:
    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:
    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:
    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 B
    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:
    Longsword +1
    Weapon B
    Traits:
    Magic
    Melee
    Slashing
    Sword 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:
    Spiked Chain
    Weapon B
    Traits:
    Chain
    Finesse
    Melee
    Piercing To Acquire:
    Strength~Melee 8
    For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.~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:
    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.

    Spoiler:
    Toxic Cloud
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence~Arcane 8
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.~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:
    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:
    Find Traps
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.~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:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 1d6 to a check.~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:
    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:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Spoiler:
    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.

    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:
    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.

    Items
    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.

    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:
    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:
    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:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Allies
    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:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma~Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Spoiler:
    Shalelu Andosana
    Ally B
    Traits:
    Elf
    Scout To Acquire:
    Wisdom~Perception 6
    OR Charisma~Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    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:
    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.

    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 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 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:
    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: 4

    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 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 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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

    Junk Beach Card 1 (Staff of Minor Healing):
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 2 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 3 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon

    The Rusty Dragon Card 1 (Wand of Force Missile):
    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.

    The Rusty Dragon Card 2 (Mercenary):
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 3 (Merchant):
    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.

    The Rusty Dragon Card 4 (Guard):
    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.

    The Rusty Dragon Card 5 (Night Watch):
    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.

    The Rusty Dragon Card 6 (Mace):
    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.

    The Rusty Dragon Card 7 (Goblin Warchanter):
    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.

    The Rusty Dragon Card 8 (Longsword):
    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.

    The Rusty Dragon Card 9 (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.

    The Rusty Dragon Card 10 (Thieve's Tools):
    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.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 3 Sp: 3 Ar: 3 I: 4 Al: 5 Bl: 1 ?: 0
    Located/Displayed Here:

    Warrens Card 1:
    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.

    Warrens Card 2:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 3:
    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.

    Warrens Card 4:
    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.

    Warrens Card 5:
    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.

    Warrens Card 6:
    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.

    Warrens Card 7:
    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.

    Warrens Card 8:
    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.

    Warrens Card 9:
    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.

    Warrens Card 10:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 11:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 12:
    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.

    Warrens Card 13:
    Magic Chain Mail
    Armor B
    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.

    Warrens Card 14:
    Burglar
    Ally B
    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.

    Warrens Card 15:
    Elven Chain Shirt
    Armor 1
    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.

    Warrens Card 16:
    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.

    Warrens Card 17:
    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.

    Warrens Card 18:
    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.

    Warrens Card 19:
    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.

    Warrens Card 20:
    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.

    Warrens 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.

    Warrens Card 22:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.
    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Ezren's Hand || Ezren's Deck

    Ezren plays Invisibility to evade the bandit.

    Next card is Acid Jet. Draw it.

    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (9) + 4 + 1 = 14
    Recharged

    Ezren moves to the Warrens and explores to find a Bugbear.
    Random monster goes on top of Rusty Dragon.
    Combat 10: 1d12 + 4 + 2d4 ⇒ (6) + 4 + (3, 2) = 15
    Next card is Good Omen. Draw it.
    Arcane 6 recharge: 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15
    Recharged
    Defeated

    Discard Rodrick to explore
    Then Ezren finds a Werewolf.

    Acid Jet
    Combat 16: 1d12 + 4 + 1d6 ⇒ (7) + 4 + (2) = 13
    Next card is Augury. Draw it.
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13
    Recharged
    Undefeated
    Mirror Image
    Mirror Image: 1d4 ⇒ 3
    Next card is Thieves' Tools.
    No damage.

    Shuffle the Werewolf back in.

    Ezren will play Augury for Spells.
    Random card: 1d21 + 1 ⇒ (15) + 1 = 16
    Random card: 1d21 + 1 ⇒ (8) + 1 = 9
    Random card: 1d21 + 1 ⇒ (10) + 1 = 11
    But he finds none.
    Shuffle the location deck.

    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12
    Recharged

    Ending my turn.

    Arcane 8 recharge Mirror Image: 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15
    Recharged

    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, Fiery Glare, Good Omen, Lightning Bolt, Arcane Robes, Thieves' Tools
    Deck: 7 Discard: 5 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: @Warrens. Banish card 1. Add 2 monsters to the top of Rusty Dragon. Shuffle the Warrens.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 28, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Xulgath
    Monster B
    Traits:
    Basic
    Xulgath
    To Defeat:
    Combat 9
    Before the encounter, put 1 card of your choice from your hand on top of your deck.

    Spoiler:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    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 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:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    Barriers
    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:
    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:
    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:
    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:
    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.

    Weapons
    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:
    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.

    Spoiler:
    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.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    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.

    Spells
    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:
    Sanctuary
    Spell B
    Traits:
    Basic
    Divine
    Magic
    Mental To Acquire:
    Wisdom~Divine 6
    Discard this card to choose a character at your location to evade a monster; put that monster on top of the 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:
    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:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 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.

    Armors
    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 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.

    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:
    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.

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

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    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:
    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:
    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.

    Allies
    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:
    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:
    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:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma~Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    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 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 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 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:
    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:
    Blessing of Calistria
    Blessing B
    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.

    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: 3

    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 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 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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim

    Junk Beach Card 1 (Staff of Minor Healing):
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 4 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 3 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz

    The Rusty Dragon Card 1:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    The Rusty Dragon Card 2:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    The Rusty Dragon Card 3 (Wand of Force Missile):
    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.

    The Rusty Dragon Card 4 (Mercenary):
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 5 (Merchant):
    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.

    The Rusty Dragon Card 6 (Guard):
    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.

    The Rusty Dragon Card 7 (Night Watch):
    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.

    The Rusty Dragon Card 8 (Mace):
    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.

    The Rusty Dragon Card 9 (Goblin Warchanter):
    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.

    The Rusty Dragon Card 10 (Longsword):
    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.

    The Rusty Dragon Card 11 (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.

    The Rusty Dragon Card 12 (Thieve's Tools):
    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.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 3 Sp: 3 Ar: 3 I: 4 Al: 5 Bl: 1 ?: 0
    Located/Displayed Here: Ezren, Werewolf, Pit of Malfeshnekor

    Warrens Card 1:
    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.

    Warrens Card 2:
    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.

    Warrens Card 3:
    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.

    Warrens Card 4:
    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.

    Warrens Card 5:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 6:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens 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.

    Warrens Card 8:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.

    Warrens Card 9:
    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.

    Warrens Card 10:
    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.

    Warrens Card 11:
    Burglar
    Ally B
    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.

    Warrens Card 12:
    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.

    Warrens Card 13:
    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.

    Warrens Card 14:
    Magic Chain Mail
    Armor B
    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.

    Warrens Card 15:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 16:
    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.

    Warrens Card 17:
    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.

    Warrens Card 18:
    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.

    Warrens Card 19:
    Elven Chain Shirt
    Armor 1
    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.

    Warrens Card 20:
    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.

    Warrens Card 21:
    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.
    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler // Searching for: Armor 6

    Salim risks the Warrens

    Sends Dart to the Rusty Dragon.

    BYA Recharge Quick-Change Mask. Recharge Dandy Brute

    Combat 8: 1d8 + 2 + 1d6 ⇒ (7) + 2 + (2) = 11

    Monster Defeat: Shuffle in Cure

    Please?: 1d6 ⇒ 3
    Reroll from Balazar: 1d6 ⇒ 2

    Discard Troubadour to Explore

    The Troubadour discovers a spell of Arcane Armor

    BYA Recharge Shackles of Compliance. Discard Blessing of Erastil

    Combat 8: 1d6 + 1d6 ⇒ (3) + (2) = 5

    Nothing Left no damage

    Salim wrote:

    Hand: Captain's Cutlass, Blessing of the Gods 1, The Melted Blade, Cure, Deathbane Light Crossbow +1,

    Displayed:
    Deck: 7 Discard: 3 Buried: 1
    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.
    Favored Card: Weapon
    Hand Size 5 [ ] 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.

    Cure Ezren

    number of cards: 1d4 + 1 ⇒ (4) + 1 = 5


    Ezren's Hand || Ezren's Deck

    BYA: Recharge Thieves' Tools
    Lightning Bolt
    Combat 8: 1d12 + 4 + 3d6 ⇒ (1) + 4 + (6, 5, 6) = 22
    Next card: Life Drain. Draw it.
    Arcane 10 recharge: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
    Discarded
    Defeated

    Scenario: 1d6 ⇒ 6
    Nope

    After Salim heals me:

    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, Fiery Glare, Good Omen, Life Drain, Arcane Robes
    Deck: 12 Discard: 1 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 29, Balazar/khazkhaz

    Random Cards:

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

    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:
    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.

    Spoiler:
    Scout
    Monster B
    Traits:
    Human
    Ranger
    Veteran
    To Defeat:
    Combat 8
    The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

    Barriers
    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.

    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:
    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:
    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:
    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:
    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.

    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:
    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:
    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:
    Shortbow
    Weapon B
    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.

    Spells
    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.

    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:
    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:
    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:
    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.

    Armors
    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 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.

    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:
    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:
    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.

    Items
    Spoiler:
    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.

    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:
    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 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.

    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.

    Allies
    Spoiler:
    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.

    Spoiler:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom~Survival~Intelligence~Arcane 7
    Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

    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.

    Spoiler:
    Shalelu Andosana
    Ally B
    Traits:
    Elf
    Scout To Acquire:
    Wisdom~Perception 6
    OR Charisma~Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    Spoiler:
    Crow
    Ally B
    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.

    Blessings
    Spoiler:
    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:
    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 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 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:
    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 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: 2

    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 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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Junk Beach Card 1 (Staff of Minor Healing):
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 8 Ba: 0 W: 3 Sp: 1 Ar: 0 I: 3 Al: 3 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Mercenary, Goblin Warchanter
    Cards 1 and 2 are unknown Monsters

    The Rusty Dragon 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.

    The Rusty Dragon 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.

    The Rusty Dragon 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.

    The Rusty Dragon Card 4:
    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.

    The Rusty Dragon Card 5:
    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.

    The Rusty Dragon Card 6:
    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.

    The Rusty Dragon Card 7:
    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.

    The Rusty Dragon Card 8:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    The Rusty Dragon Card 9:
    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.

    The Rusty Dragon Card 10:
    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.

    The Rusty Dragon Card 11:
    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.

    The Rusty Dragon Card 12:
    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.

    The Rusty Dragon Card 13:
    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.

    The Rusty Dragon Card 14:
    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.

    The Rusty Dragon Card 15:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    The Rusty Dragon Card 16:
    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.

    The Rusty Dragon Card 17:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    The Rusty Dragon Card 18:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    Warrens
    At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 2 Sp: 2 Ar: 3 I: 4 Al: 5 Bl: 1 ?: 0
    Located/Displayed Here: Ezren, Salim

    Warrens Card 1 (Bracers of Protection):
    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.

    Warrens Card 2 (Guard):
    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.

    Warrens Card 3 (Werewolf):
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Warrens Card 4 (Sheriff Hemlock):
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Warrens Card 5 (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.

    Warrens Card 6 (Haste):
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.

    Warrens Card 7 (Dogslicer +1):
    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.

    Warrens Card 8 (Ring of Protection):
    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.

    Warrens Card 9 (Burglar):
    Burglar
    Ally B
    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.

    Warrens Card 10 (Heavy Pick +1):
    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.

    Warrens Card 11 (Pit of Malfeshnekor):
    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.

    Warrens Card 12 (Magic Chain Mail):
    Magic Chain Mail
    Armor B
    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.

    Warrens Card 13 (Mayor Kendra Deverin):
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Warrens Card 14 (Lightning Bolt):
    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.

    Warrens Card 15 (Night Watch):
    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.

    Warrens Card 16 (Deathbane Shield):
    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.

    Warrens Card 17 (Elven Chain Shirt):
    Elven Chain Shirt
    Armor 1
    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.

    Warrens Card 18 (Cloak of Elvenkind):
    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.

    Warrens Card 19 (Token of Remembrance):
    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.
    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


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

    Balazar moves to the Warrens. He casts Augury to get a sense of the area. Putting the cards in this order - Guard, Bracer and Werewolf.
    Recharge 8: 1d12 + 4 ⇒ (6) + 4 = 10

    Moving into the Warrens, Balazar talks to the Guard. He tells him of lusty babes at the Rusty Dragon. The Guard almost pees himself from excitement as he leaves his post. Sending Guard to the Rusty Dragon.

    Balazar, Salim and Ezren each encounter a bandit. Recharging Stone Skin, revealing Bound Lantern Archon.
    Combat 8: 2d10 + 2 ⇒ (7, 3) + 2 = 12

    1d6 ⇒ 5

    Warrens is now closed. Shuffling boons into the Rusty Dragon.

    Balazar wrote:

    Hand: Black Spot, Bound Lantern Archon, Blessing of the gods 2, Blessing of Lamashtu, Blessing of the Gods 1, Evolution surge,

    Displayed: Padrig,
    Deck: 8 Discard: 2 Buried: 0
    Notes: I can add 1d4 to your combat check
    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 and Salim each need to encounter a summoned Bandit from Balazar's turn.

    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter a boon, shuffle it into another open location deck instead; if you are at the only open location, shuffle it into your location deck. Then, each character at your location summons and encounters the henchman Bandit. After all henchman encounters are resolved, if at least 1 character defeated her henchman, examine your location deck, then roll 1d6:
  • 1: The Gallowed—If there are at least 4 weapons in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 2: The Creepers—If there are at least 4 spells in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 3: The Washside Wranglers—If there are at least 4 armors in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 4: The Tower Girls—If there are at least 4 items in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 5: Doolun’s Lads—If there are at least 4 allies in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.
  • 6: The Wreckwash Blades—If there are at least 4 blessings in your location deck, your location is automatically closed. Before closing, shuffle all of its boons and deal them as evenly as possible into any open location decks, then shuffle those decks.

  • Additional Rules:
    Villain: None
    Henchmen: None
    To win the scenario, close all of the locations.
    Turn: 30, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    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.

    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:
    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.

    Barriers
    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:
    Monster in the Closet
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom~Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    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:
    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:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Weapons
    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:
    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.

    Spoiler:
    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.

    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:
    Scimitar
    Weapon B
    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.

    Spells
    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:
    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:
    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:
    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:
    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.

    Armors
    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:
    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 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.

    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:
    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.

    Items
    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:
    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.

    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:
    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:
    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.

    Allies
    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:
    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:
    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.

    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:
    Sage
    Ally B
    Traits:
    Basic
    Human
    Sage To Acquire:
    Wisdom 7
    OR Charisma~Diplomacy 6
    Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

    Blessings
    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 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:
    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 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 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.

    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: 1

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    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.

    Junk Beach
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Junk Beach Card 1 (Staff of Minor Healing):
    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.

    Shadow Clock
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    The Rusty Dragon
    At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may recharge an ally from your discard pile.
    M: 11 Ba: 0 W: 5 Sp: 3 Ar: 3 I: 7 Al: 8 Bl: 1 ?: 0
    Located/Displayed Here: Mercenary, Goblin Warchanter

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

    The Rusty Dragon Card 2:
    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.

    The Rusty Dragon Card 3:
    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.

    The Rusty Dragon Card 4:
    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.

    The Rusty Dragon Card 5:
    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.

    The Rusty Dragon Card 6:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 7:
    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.

    The Rusty Dragon Card 8:
    Magic Chain Mail
    Armor B
    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.

    The Rusty Dragon Card 9:
    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.

    The Rusty Dragon Card 10:
    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.

    The Rusty Dragon Card 11:
    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.

    The Rusty Dragon Card 12:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    The Rusty Dragon Card 13:
    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.

    The Rusty Dragon Card 14:
    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.

    The Rusty Dragon Card 15:
    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.

    The Rusty Dragon Card 16:
    Mercenary
    Monster B
    Traits:
    Human
    Veteran
    Warrior
    To Defeat:
    Combat 10
    The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

    The Rusty Dragon Card 17:
    Zombie
    Monster B
    Traits:
    Basic
    Undead
    Zombie
    To Defeat:
    Combat 9
    The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

    The Rusty Dragon Card 18:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    The Rusty Dragon Card 19:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    The Rusty Dragon 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.

    The Rusty Dragon Card 21:
    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.

    The Rusty Dragon Card 22:
    Elven Chain Shirt
    Armor 1
    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.

    The Rusty Dragon Card 23:
    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.

    The Rusty Dragon Card 24:
    Burglar
    Ally B
    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.

    The Rusty Dragon Card 25:
    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.

    The Rusty Dragon Card 26:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

    The Rusty Dragon Card 27:
    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.

    The Rusty Dragon Card 28:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    The Rusty Dragon Card 29:
    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.

    The Rusty Dragon Card 30:
    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.

    The Rusty Dragon Card 31:
    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.

    The Rusty Dragon Card 32:
    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.

    The Rusty Dragon Card 33:
    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.

    The Rusty Dragon Card 34:
    Haste
    Spell 2
    Traits:
    Arcane
    Magic To Acquire:
    Intelligence~Arcane 8
    At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.~Discard this card to explore your location.~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.

    The Rusty Dragon Card 35:
    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.

    The Rusty Dragon Card 36:
    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.

    The Rusty Dragon Card 37:
    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.

    The Rusty Dragon Card 38:
    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.
    Warrens
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Salim/NathanDavis,

    Wooden Bridge
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Ezren's Hand || Ezren's Deck

    One Balazar's turn, Ezren encounters a Bandit.

    BYA recharge Hrym
    Fiery Glare
    Combat 8: 1d12 + 4 + 2d4 ⇒ (10) + 4 + (4, 2) = 20
    Next card is: Invisibility. Draw it.
    Arcane 10 recharge: 1d12 + 4 + 1 ⇒ (7) + 4 + 1 = 12
    Recharged
    Defeated

    At the start of my turn, I'll use my playmat power to disard Invisibility and draw... Scorching Ray. Not what I'd hoped.

    Moving to the Rusty Dragon.

    Free exploration: Goblin Commando
    BYA: 1 Ranged combat damage: Arcane Robes
    Scorching Ray
    Combat 9: 1d12 + 4 + 2d6 ⇒ (5) + 4 + (3, 5) = 17
    Next card is: Acid Jet. Draw it.
    Arcane 8 recharge: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
    Recharged
    Defeated

    Ending my turn. Discarding anything that won't help Salim.

    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: Augury, Cure, Force Missile, Invisibility, Thieves' Tools, Rodrick
    Deck: 6 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: moved to Rusty Dragon. Banish card 1.


    Ezren's Hand || Ezren's Deck

    At the start of Salim's turn, I'm going to discard Rodrick to draw the other Invisibility from my discard pile. That let's me survive 2 bandits with just playing Invisibility.

    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: Augury, Cure, Force Missile, Invisibility, Invisibility, Thieves' Tools
    Deck: 6 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Used, Die Bumps: 0/1
    Available:


    Deck Handler // Searching for: Armor 6

    Salim Bandit Time
    BYA recharge DLXbow+1, reveal Melted
    Combat 8: 2d8 + 6 ⇒ (3, 8) + 6 = 17

    borrowing Hawkmoon’s Playmat. Discard Captains Cutlass and Draw Dandy Brute

    Moving to Rusty Dragon for a final showdown. And finds the Night Watch

    [ooc]BYA recharge Dandy Brute, reveal Melted
    Combat 8: 2d8 + 6 ⇒ (5, 7) + 6 = 18
    Looking for 1,4,5: 1d6 ⇒ 6

    Blessing of th Gods lights the way to a Dart

    BYA recharge Melted Blade, Balazars Blessing of Lamashtu
    Combat 8: 3d6 ⇒ (4, 5, 1) = 10
    Looking for 1,4,5: 1d6 ⇒ 4

    OMFG!!!


    Deck Handler // Searching for: Armor 6

    After getting to know the gangs of Underbridge, Salim takes a Menacing Backsword +1 and befriends a Sorrowsoul.

    gets rid of Deathbane Light Crossbow +1 and Troubadour

    Increase Handsize to 6

    Faction Luck?: 1d20 ⇒ 14


    Deck Handler // Searching for: Armor 6

    My usual jumping the gun for the next Scenario

    Player Order: Baz->Ez->Sal

    Salim posits that Faceless Stalkers will often get themselves in trouble and decides to investigate the Prison.

    Salim wrote:

    Hand: Blessing of Erastil, Dogslicer +1, Shackles of Compliance, The Melted Blade, Sharper, Patrician's Armor,

    Displayed:
    Deck: 10 Discard: 0 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.
    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.


    These are some pretty unsavory chaps down in Underbridge, but you manage to set them all up right and tight. Sometimes all it takes to stop a gang war is a show of muscle and an appeal to fairness. Or at least a show of muscle.

    “Nice work there,” says Kasadei. “If you’re so inclined, we might come calling on you again if things go south. That is, before you go north.”

    You know, you’re kind of liking being known as a hero. Sure, Magnimar’s crawling with people who can whip your tail, but for now, you’re feeling like a big fish in a big pond. That feeling may not last, but you’ll take what you can get.

    REWARD
    Each character may choose up to 2 boons from the location decks. Pathfinder Adventure Card Guild characters may use both as deck upgrades instead of the standard deck upgrade. (Multiple PFSACG characters may choose the same boon.)

    FEAT
    All characters earn 1 Power Feat.

    ACQUIRED CARDS

    • Tome of Knowledge (Item B)

    • Lightning Bolt (Spell 2)
    • Mirror Image (Spell B)
    • Invisibility (Spell B)
    • Cure (Spell B)

    CARDS IN LOCATION DECKS

    • Merchant (Ally 2)
    • Mayor Kendra Deverin (Ally B)
    • Night Watch (Ally B)
    • Night Watch (Ally B)
    • Sheriff Hemlock (Ally B)
    • Guard (Ally B)
    • Burglar (Ally B)
    • Guard (Ally B)

    • Deathbane Shield (Armor 2)
    • Elven Chain Shirt (Armor 1)
    • Magic Chain Mail (Armor B)

    • Blessing of the Gods (Blessing B)

    • Cloak of Elvenkind (Item 2)
    • Ring of Protection (Item 2)
    • Wand of Force Missile (Item 1)
    • Staff of Minor Healing (Item 1)
    • Token of Remembrance (Item B)
    • Bracers of Protection (Item B)
    • Thieve's Tools (Item B)
    • Boots of Elvenkind (Item B)

    • Lightning Bolt (Spell 2)
    • Haste (Spell 2)
    • Arcane Armor (Spell B)

    • Heavy Pick +1 (Weapon 2)
    • Dogslicer +1 (Weapon 1)
    • Mace (Weapon B)
    • Dart (Weapon B)
    • Longsword (Weapon B)


    Scenario C: I'm Not Myself Today
    After your successful peace-brokering among the gangs of Underbridge, Lieutenant Kasadei of Magnimar’s esteemed city watch returns.

    “We have yet another problem,” she says. “And while my watchmen are well trained, they don’t have the training to deal with something like this. You ever heard of a faceless stalker?”

    You claim that you do, but of course you’ve never heard of such a thing.

    “That’s great news, because I expect that means you’ll know how to spot one. Our reports indicate that these shapechanging beasties are aping the likenesses of some of our most renowned citizens. We need to put a stop to that before they take over the city itself.

    “Our only lead is that the stalkers are being aided by a doctor and his wererat associate. The wererat can change his shape too, of course. It’ll be quite the challenge to tell who is what.”

    You assure the watch that you are up to the task. After all, you barely know anyone in this city. So you’re not going to fall for any “we used to be friends” nonsense. Anyone trying to take over the city from within will have to deal with you first.

    That is, if you can find them.

    DURING THIS SCENARIO
    When you would encounter an ally, roll 1d6.

      On 1–3, encounter the ally.
      On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    To win the scenario, close all of the locations.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalkers
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1

    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 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

    Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1


    Ezren's Hand || Ezren's Deck

    Nothing ideal. I'll start at the Town Square and see what my hand is. I might move based on my hand.

    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: Fiery Glare, Good Omen, Invisibility, Arcane Robes, Thieves' Tools, Alaeron
    Deck: 10 Discard: 0 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


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

    Taking Armour 2, replacing Magic chain shirt with Gossamer Shrouds.

    Balazar will start at the Town Square to farm.

    Balazar wrote:

    Hand: Blessing of the gods 1, Bound Imp, Create Pit, Blessing of Lamashtu, Stone Skin, Summon Minor Monster, Ruby of Charisma,

    Displayed: Padrig,
    Deck: 9 Discard: 0 Buried: 0
    Notes: I can add 1d4 to your combat check
    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."


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 1, Balazar/khazkhaz

    Random Cards:

    Monsters
    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:
    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.

    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:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    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.

    Barriers
    Spoiler:
    Monster in the Closet
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom~Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Spoiler:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    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:
    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:
    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:
    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.

    Spoiler:
    Flaming Mace +1
    Weapon B
    Traits:
    Mace
    Magic
    Melee
    Bludgenoning To Acquire:
    Strength~Melee 11
    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 1d4 with the Fire trait.

    Spoiler:
    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.

    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:
    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.

    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:
    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:
    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:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 1d6 to a check.~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.

    Armors
    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:
    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 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 Chain Shirt
    Armor 1
    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.

    Items
    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:
    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:
    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.

    Spoiler:
    Potion of Energy Resistance
    Item B
    Traits:
    Alchemical
    Liquid To Acquire:
    Intelligence~Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    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:
    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:
    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:
    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:
    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:
    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 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 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 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 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: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    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 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 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 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 6
    Blessing of Calistria
    Blessing B
    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:
    Blessings Deck Card 7
    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 8
    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 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 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:
    Blessings Deck Card 12
    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 13
    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 14
    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 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 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 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 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 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 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 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 22
    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 23
    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:
    Blessings Deck Card 24
    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 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.
    Spoiler:
    Blessings Deck Card 26
    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 27
    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 28
    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 29
    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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Habe's Sanatorium Card 1:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Habe's Sanatorium Card 2:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

    Habe's Sanatorium Card 3:
    Ilsoari Gandethus
    Ally 1
    Traits:
    Human
    Wizard To Acquire:
    Intelligence~Arcane 7
    OR Charisma~Diplomacy 6
    During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    Habe's Sanatorium Card 4:
    Strength
    Spell B
    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.

    Habe's Sanatorium Card 5:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Habe's Sanatorium Card 6:
    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.

    Habe's Sanatorium Card 7:
    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.

    Habe's Sanatorium Card 8:
    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.

    Habe's Sanatorium Card 9:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 10:
    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.

    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

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

    Prison Card 2:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Prison Card 3:
    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.

    Prison Card 4:
    Cyrdak Drokkus
    Ally 1
    Traits:
    Bard
    Human To Acquire:
    Charisma~Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.~Banish this card to return an ally from your discard pile to your hand.

    Prison Card 5:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    Prison Card 6:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Prison Card 7:
    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.

    Prison Card 8:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Prison Card 9:
    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.

    Prison Card 10:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.
    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
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon,

    Town Square Card 1:
    Toxic Cloud
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence~Arcane 8
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.~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.

    Town Square Card 2:
    Shalelu Andosana
    Ally B
    Traits:
    Elf
    Scout To Acquire:
    Wisdom~Perception 6
    OR Charisma~Diplomacy 7
    Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

    Town Square Card 3:
    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.

    Town Square Card 4:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.

    Town Square Card 5:
    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.

    Town Square Card 6:
    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.

    Town Square Card 7:
    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.

    Town Square Card 8:
    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.

    Town Square Card 9:
    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.

    Town Square Card 10:
    Guidance
    Spell B
    Traits:
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 2
    Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

    Village House
    At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
    When Closing: Banish a card from your hand.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here:

    Village House Card 1:
    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.

    Village House Card 2:
    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.

    Village House Card 3:
    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.

    Village House Card 4:
    Detect Magic
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence~Arcane~Wisdom~Divine 2
    Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

    Village House Card 5:
    Pidget Tergelson
    Henchman 2
    Type: Monster
    Traits:
    Lycanthrope
    Wererat
    To Defeat:
    Combat 10
    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.~Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.~If defeated, you may immediately attempt to close this location.

    Village House Card 6:
    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.

    Village House 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.

    Village House Card 8:
    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.

    Village House Card 9:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom~Survival~Intelligence~Arcane 7
    Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

    Village House Card 10:
    Burglar
    Ally B
    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.


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

    Balazar wakes up refreshed from their last adventure. A bed makes so much of a difference.

    He starts exploring the town square, looking for clues to find this Stalker. He feels the familiar tingle of Arcane magic, and finds a Toxic Cloud spell. He casts forward his magic.
    Arcane 8: 1d12 + 4 ⇒ (11) + 4 = 15
    The magic is familar, and Balazar learns the spell.

    Balazar summons a Ghoul, who promptly explores the Square. Recharging Stone Skin and discarding the Ghoul.

    Balazar's party runs into Shalelu Andosana, who came to town to pick up supplies.
    1d6 ⇒ 3
    Balazar is wary at first, but she seems to be the real deal. He tells the elf of their current quest.
    Charisma 7: 1d12 + 2 ⇒ (12) + 2 = 14
    Shalelu understands the gravity of the situation, and volunteers to join him.

    Shalelu uses her tracking skills and leads them to a workshop with Masterwork Tools. Discarding Shalelu and recharging Ruby of Charisma.
    Dexterity 7: 1d12 + 2 ⇒ (2) + 2 = 4
    Balazar can't even wrap his fat fingers around the Tools and throws them with disgust.

    Recharging Create Pit to summon a Hell Hound and discarding it to explore.

    Froom the Shadows of the workshop, a Charmed Faceless Stalker appears! Discarding a Blessing for the wisdom check.
    Wisdom 7: 2d6 ⇒ (5, 5) = 10
    Revealing Toxic Cloud, and burying Blessing of Lamashtu.
    Combat 11: 2d10 + 2 + 2d10 ⇒ (8, 8) + 2 + (6, 10) = 34
    Padrig defeats the Stalker and add it to his party.

    Recharging Summon Minor Monster to summon a Sneak and banishing it.
    Town Square is closed!

    Balazar wrote:

    Hand: Charmed Faceless Stalker 2, Blessing of the Gods 2, toxic Cloud, Augury, Eloquence, Bound Lantern Archon, Crow,

    Displayed: Padrig,
    Deck: 14 Discard: 4 Buried: 1
    Notes: I can add 1d4+2 to your combat check
    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 Abadar.

    Seeing Balazar has things in hand, Ezren heads to the Village House.

    He knocks, but when no one answers, he sees the door isn't locked and opens it. On the floor is a Longsword.

    Free exploration: Longsword
    Ezren glares at it and it vaporizes. So he walks past.
    Fiery Glare to banish it and explore again.
    Next card is: Object Reading
    Arcane 10 recharge: 1d12 + 4 + 2 ⇒ (5) + 4 + 2 = 11
    Recharge

    Behind where the sword was stands a guide.
    Discard Alaeron to explore: Guide
    Scenario: 1d6 ⇒ 6

    "Why didn't you answer when I knocked?" Ezren asks. But then he realizes. "You're no guide!" Ezren casts a spell, turning himself invisible. Unable to find the wizard, the Charmed Faceless Stalker wanders off.

    Play Invisibility to evade. The original guide is banished and the summoned henchman goes back to the box.
    Next card is: Aqueous Orb. Draw it.
    Arcane 8 recharge: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10

    Ezren decides to do some reading.
    Object Reading to examine top 3 and put them back in the order I want.

    Braces of Protection
    Detect Magic
    Pidget Tergelson

    I'll leave them that way.

    Next card is: Acid Jet. Draw it.

    Arcane 11 recharge: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9

    Just then, Alaeron bursts through. He nearly trips on the Bracers Ezren saw.

    Discard Alaeron to explore: Bracers of Protection

    Arcane 3: 1d12 + 4 ⇒ (6) + 4 = 10

    Ezren quickly grabs them.

    Magical acquisition exploration: Detect Magic
    Arcane 2: 1d12 + 4 ⇒ (11) + 4 = 15

    And the scroll.

    "Be more careful Alaeron!"

    Just then a Wererat jumps out at them.

    Magic acquisition exploration: Pidget

    Ezren casts a spell.
    Acques Orb, displayed and discarded.
    Combat 11: 1d12 + 4 + 1d6 + 2d6 ⇒ (4) + 4 + (5) + (2, 2) = 17
    Next card is: Rodrick.
    Arcane 11 recharge: 1d12 + 4 + 2 ⇒ (5) + 4 + 2 = 11
    Recharged.
    And the Wererat is defeated.

    "I doubt we'll get any answers out of him now. We'll have to look elsewhere." And Ezren leaves.

    Banishing Bracers of Protection to close.

    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: Acid Jet, Detect Magic, Good Omen, Arcane Robes, Thieves' Tools, Rodrick
    Deck: 9 Discard: 2 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 3, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Yeth Hound
    Monster 1
    Traits:
    Elite
    Outsider
    To Defeat:
    Combat 9
    Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

    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.

    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:
    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.

    Spoiler:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    Barriers
    Spoiler:
    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.

    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:
    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:
    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:
    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.

    Weapons
    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:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    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.

    Spells
    Spoiler:
    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.

    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:
    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:
    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.

    Armors
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light 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:
    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.

    Items
    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:
    Cape of Escape
    Item B
    Traits:
    Clothing
    Magic To Acquire:
    Dexterity~Stealth 8
    Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

    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.

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

    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:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom~Survival~Intelligence~Arcane 7
    Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

    Spoiler:
    Mayor Kendra Deverin
    Ally B
    Traits:
    Human
    Mayor To Acquire:
    Charisma~Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Spoiler:
    Burglar
    Ally B
    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:
    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:
    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 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 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 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:
    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 Erastil:
    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.

    Blessings Remaining: 27

    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 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 Calistria
    Blessing B
    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:
    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 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 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 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 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:
    Blessings Deck Card 10
    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 11
    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 12
    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 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 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 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.
    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 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 20
    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 21
    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:
    Blessings Deck Card 22
    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 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 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 25
    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 26
    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 27
    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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Habe's Sanatorium Card 1:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Habe's Sanatorium Card 2:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

    Habe's Sanatorium Card 3:
    Ilsoari Gandethus
    Ally 1
    Traits:
    Human
    Wizard To Acquire:
    Intelligence~Arcane 7
    OR Charisma~Diplomacy 6
    During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    Habe's Sanatorium Card 4:
    Strength
    Spell B
    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.

    Habe's Sanatorium Card 5:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Habe's Sanatorium Card 6:
    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.

    Habe's Sanatorium Card 7:
    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.

    Habe's Sanatorium Card 8:
    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.

    Habe's Sanatorium Card 9:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 10:
    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.

    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Salim/NathanDavis,

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

    Prison Card 2:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Prison Card 3:
    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.

    Prison Card 4:
    Cyrdak Drokkus
    Ally 1
    Traits:
    Bard
    Human To Acquire:
    Charisma~Diplomacy 5
    Recharge this card to add 1d6 to your check to acquire an ally.~Banish this card to return an ally from your discard pile to your hand.

    Prison Card 5:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    Prison Card 6:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Prison Card 7:
    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.

    Prison Card 8:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Prison Card 9:
    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.

    Prison Card 10:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.
    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Balazar/khazkhaz,

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren


    Deck Handler // Searching for: Armor 6

    Into Magnimar's prisons, Salim finds that he is even less welcome than he'd guess.

    Someone even rigged a Slashing Blade trap as a welcoming gift.

    Reveal Patrician's Armor

    Dexterity 9: 1d8 + 2 + 1 + 1d4 ⇒ (8) + 2 + 1 + (4) = 15

    He spots it well before it triggers and deftly avoids it.

    Recharge Blessing of Erastil to Explore

    Salim starts to look for evidence of Faceless Stalkers and finds a Wand of Shield locked away.

    Location Power to make CTA into Dex 8, Reveal Patrician's Armor

    Acquire Dexterity 8: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

    Salim determines it's not worth his time.

    Salim wrote:

    Hand: Blessing of the Gods 2, Dogslicer +1, Shackles of Compliance, The Melted Blade, Sharper, Patrician's Armor,

    Displayed:
    Deck: 10 Discard: 0 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.
    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

    The Gods hold today's favour.

    Balazar moves to the Prison from the Town Square. He finds an Elven Breastplate from a former guard. Recharging Toxic Cloud.
    Constitution 7: 1d12 + 2 ⇒ (9) + 2 = 11
    Balazar puts the Armour in his pack.

    Discarding Crow to explore.

    Balazar hears voices around the corner.
    1d6 ⇒ 2
    He finds the bard, Cyrdak Drokkus, talking to an inmate.
    Charisma 5: 1d12 + 2 ⇒ (9) + 2 = 11
    Cyrdak sees Balazar and joins him, having heard talk of this Stalker going around.

    Using Augury, revealing Ghost, Goblin Commando and Night Watch. Night Watch is shuffled in. Goblin Commando and Ghost go in the bottom.
    Recharge 8: 1d12 + 2 ⇒ (7) + 2 = 9

    Discarding Blessing to explore.
    Rolling for explore: 1d4 ⇒ 2

    Out of nowhere, horns blare. It's a Goblin Raid!
    Revealing Stalker.
    Combat 8: 1d12 + 2 ⇒ (9) + 2 = 11
    The Goblin is wounded and goes back to its band.

    Balazar wrote:

    Hand: Charmed Faceless Stalker 2, Staff of Minor Healing, Gossamer Shrouds, Evolution Surge, Eloquence, Bound Lantern Archon, Cyrdak Drokkus,

    Displayed: Padrig,
    Deck: 13 Discard: 5 Buried: 1
    Notes: I can add 1d4+2 to your combat check
    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: Armor 6

    Salim cuts down a charging Goblin with a revealed Melted Blade.

    Combat 8: 1d8 + 4 + 1d8 + 2 ⇒ (8) + 4 + (4) + 2 = 18


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 5, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    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.

    Spoiler:
    Warlord
    Monster B
    Traits:
    Fighter
    Human
    Veteran
    To Defeat:
    Combat 9
    The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

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

    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.

    Barriers
    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:
    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:
    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:
    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:
    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.

    Weapons
    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:
    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:
    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.

    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:
    Greataxe
    Weapon B
    Traits:
    2-Handed
    Axe
    Melee
    Slashing To Acquire:
    Strength~Melee 10
    For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spells
    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:
    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.

    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:
    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:
    Find Traps
    Spell B
    Traits:
    Divine
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.~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 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:
    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:
    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:
    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.

    Spoiler:
    Magic Chain Mail
    Armor B
    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:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    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.

    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 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.

    Spoiler:
    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.

    Allies
    Spoiler:
    Burglar
    Ally B
    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:
    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:
    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:
    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:
    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.

    Blessings
    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 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.

    Spoiler:
    Blessing of Calistria
    Blessing B
    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.

    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: 25

    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 Calistria
    Blessing B
    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:
    Blessings Deck Card 3
    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 4
    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 5
    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 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 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:
    Blessings Deck Card 8
    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 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 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 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 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 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 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 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 18
    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 19
    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:
    Blessings Deck Card 20
    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 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 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 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 24
    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 25
    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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 3 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:

    Habe's Sanatorium Card 1:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Habe's Sanatorium Card 2:
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

    Habe's Sanatorium Card 3:
    Ilsoari Gandethus
    Ally 1
    Traits:
    Human
    Wizard To Acquire:
    Intelligence~Arcane 7
    OR Charisma~Diplomacy 6
    During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    Habe's Sanatorium Card 4:
    Strength
    Spell B
    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.

    Habe's Sanatorium Card 5:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Habe's Sanatorium Card 6:
    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.

    Habe's Sanatorium Card 7:
    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.

    Habe's Sanatorium Card 8:
    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.

    Habe's Sanatorium Card 9:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 10:
    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.
    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Salim/NathanDavis,

    Prison Card 1:
    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.

    Prison Card 2:
    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.

    Prison Card 3:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.

    Prison Card 4 (Ghost):
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    Prison Card 5 (Goblin Commando):
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Ezren/Hawkmoon,


    Ezren's Hand || Ezren's Deck

    With things moving so quickly, Ezren must hustle to keep up. He asks Rodrick to find Alaeron.

    Reveal Rodrick at the start of my turn to recharge Alaeron from my discard pile.

    Ezren then heads to Habe's Sanatorium.

    Free exploration: Sheriff Hemlock
    Scenario: 1d6 ⇒ 1
    When he gets there he sees Sheriff Hemlock.
    Charisma 8: 1d6 ⇒ 2
    But when Ezren pokes him in the face to see if it is really him, the Sheriff gets rather annoyed and leaves.

    Discard Rodrick to draw Object Reading from my discard pile.
    Play Object Reading
    Carrionstorm
    Ilsoari Gandethus
    Strength

    Flip the order.

    Ezren decides to scout ahead with Magic. He sees a helpful scroll, a monster and what looks like Ilsoari Ganethus.

    Next card is: Scorching Ray. Draw it.
    Arcane 11 recharge: 1d12 + 4 + 2 ⇒ (12) + 4 + 2 = 18
    Recharged.

    Play Detect Magic to examine: Strength
    Next card is: Hrym
    Arcane 4: 1d12 + 4 + 2 ⇒ (10) + 4 + 2 = 16
    Recharged
    Encountering Strength
    Arcane 6: 1d12 + 4 ⇒ (5) + 4 = 9
    Acquired

    As Ezren picks up the scorll, Ilsoari approaches him.

    Magical acquisition exploration: Ilsoari Gandethus
    Scenario: 1d6 ⇒ 3
    "Good to see a fellow adventurer here," Ezren says.
    "My days of adventuring are behind me," replies Ilsoari.

    Arcane 7: 1d12 + 4 ⇒ (6) + 4 = 10
    Despite his hesitation, Ezren convinces him to help out.

    Ending my turn. I'm over my hand size, but there are no barriers left in this one, so I'll discard Thieves' Tools. I'll discard Ilsoari too.

    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, Good Omen, Scorching Ray, Strength, Arcane Robes
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: Moved to Habe's Sanatorium. Card 1 is banished. Cards 3 and 4 I acquired. Card 2 is known and on top.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 6, Salim/NathanDavis

    Random Cards:

    Monsters
    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.

    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:
    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.

    Barriers
    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:
    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.

    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:
    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:
    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.

    Weapons
    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    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:
    Starknife
    Weapon B
    Traits:
    Elite
    Finesse
    Knife
    Melee
    Piercing To Acquire:
    Dexterity~Ranged 6
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

    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:
    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.

    Spells
    Spoiler:
    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.

    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:
    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.

    Spoiler:
    Guidance
    Spell B
    Traits:
    Basic
    Divine
    Magic To Acquire:
    Wisdom~Divine 2
    Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

    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.

    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:
    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:
    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:
    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:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    Items
    Spoiler:
    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.

    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:
    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.

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

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence~Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

    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:
    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:
    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:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Blessings
    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.

    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 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 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:
    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.

    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: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Calistria
    Blessing B
    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:
    Blessings Deck Card 2
    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 3
    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 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 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 6
    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:
    Blessings Deck Card 7
    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 8
    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 9
    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 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 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 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 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 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 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 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 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:
    Blessings Deck Card 19
    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 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 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 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 23
    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 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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Hawkmoon,

    Habe's Sanatorium Card 1 (Carrionstorm):
    Carrionstorm
    Monster 2
    Traits:
    Elite
    Swarm
    Undead
    To Defeat:
    Combat 12
    OR Divine 8
    The Carrionstorm is immune to the Mental and Poison traits.~If undefeated, return the Carrionstorm to the top of this location deck.

    Habe's Sanatorium Card 2:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Habe's Sanatorium Card 3:
    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.

    Habe's Sanatorium Card 4:
    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.

    Habe's Sanatorium Card 5:
    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.

    Habe's Sanatorium Card 6:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 7:
    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.
    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Salim/NathanDavis,

    Prison Card 1:
    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.

    Prison Card 2:
    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.

    Prison Card 3:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.

    Prison Card 4 (Ghost):
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    Prison Card 5 (Goblin Commando):
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler // Searching for: Armor 6

    Having just fended off a goblin assault with Balazar. Salim regards the Charmed Faceless Stalker in Balazar's employ. A little nervous, Salim hands Balazar a pair of shackles.

    "You might need these soon."

    Give Card to Balazar: Shackles of Compliance

    Shackles of Compliance:

    When you defeat a monster on your turn and banish it, discard to examine the top card of your location deck; if it is a non-villain, non-henchman monster, you may encounter it.

    After playing this card, you may succeed at a Charisma or Diplomacy check with a difficulty of 6 plus the defeated monster's adventure deck number to recharge this card instead of discarding it.

    Salim hears a wet tearing coming from a nearby cell and draws the Dogslicer +1 and approached cautiously.

    BYA Wisdom 7: 1d6 + 1d4 ⇒ (1) + (2) = 3

    He looks inside the porthole and only sees the some fleshy pile on the ground. He's trying to puzzle out what happened when suddenly the door slams into him pushing him back into Balazar. He recovers to see a Faceless Stalker silhouetted in the door frame.

    Salim looks up at Balazar's Charmed Faceless Stalker and back to Balazar. They give each other a nod and the Charmed charges the not-Charmed, giving Salim the opening he needs.

    Reveal and Discard Dogslicer +1, Use Balazar's Charmed Faceless Stalker

    Combat 13: 1d8 + 4 + 2d6 + 1 + 1d4 + 2 ⇒ (4) + 4 + (1, 6) + 1 + (3) + 2 = 21

    Monster Defeat: Shuffle in Dogslicer +1

    Salim hacks at the faceless thing over and over, not knowing where it keeps it's vital organs until it collapses.

    Discard BotG2 to explore

    After the commotion has died down, the Night Watch arrives at last.

    Is it real?: 1d6 ⇒ 6

    Banish and Encounter Charmed Faceless Stalker

    The Night Watch looks over the mess of Stalker on the ground inquisitively.

    BYA Wisdom 7: 1d6 + 1d4 ⇒ (5) + (4) = 9

    He stares at it more intensely, and Salim senses that the watchmen isn't what he seems, drawing the Melted Blade.

    Sharper leaps out from the shadows and tries to tackle the disguised creature. The Night Watch struggles and contorts into the the true form of the Charmed Faceless Stalker. Salim advances slowly, blade in hand looking for his moment.

    Reveal The Melted Blade, burying Sharper for weapon's power

    Combat 11: 1d8 + 4 + 2d4 + 2 + 2d4 ⇒ (2) + 4 + (3, 3) + 2 + (3, 2) = 19

    Monster Defeat: Shuffle in BotG2

    With practiced precision, the blade flashes through the the creatures neck but stops just short of Sharper. She drops to the floor in shock.

    Salim wrote:

    Hand: Dogslicer +1, Cure, Blessing of Erastil, The Melted Blade, Captain's Cutlass, Patrician's Armor,

    Displayed:
    Deck: 8 Discard: 0 Buried: 1
    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.
    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.

    On Balazar's turn: Salim takes a moment from killing stalkers to give Balazar a piece of Pharasma's power. Cure

    Cure, Shuffle in Cards: 1d4 + 1 ⇒ (1) + 1 = 2

    Auto Fail Recharge


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

    Cure from Salim 1: 1d5 ⇒ 2
    Cure from Salim 2: 1d4 ⇒ 4
    Shuffling Shalelu Andosana and Blessing of the Gods into my deck. Thanks Salim!


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

    Today has the Blessing of Calistria

    Taking Salim's lead, Balazar readies his party, knowing the Charmed Faceless Stalker will be out any minute. He heals himself using his Staff of Minor Healing. He also summons a Skeleton to ready for battle.
    1d3 ⇒ 1
    Recharging Ghoul and Eloquence.

    The Stalker appears in front of Balazar! Padrig and the Skeleton leap into action.
    Revealing Archon, and banishing Skeleton. Failing the BYA check.
    Combat 11+2: 2d10 + 2 + 1d4 ⇒ (2, 1) + 2 + (4) = 9
    Undefeated. Taking no damage, and burying Crow.

    Balazar is quite sore at losing to the Stalker, and sulks in a corner.

    Balazar wrote:

    Hand: Shackles of Compliance, Bound Imp, Gossamer Shrouds, Evolution Surge, Stone Skin, Bound Lantern Archon, Cyrdak Drokkus,

    Displayed: Padrig,
    Deck: 14 Discard: 2 Buried: 2
    Notes: I can add 1d4 to your combat check
    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 Pharasma.

    At the start of his turn, Ezren reveal Hrym to recharge Rodrick from his discard pile.
    "This ought to let Rodrick find us," he says as he hold Hrym up.

    Wisdom 7: 1d8 ⇒ 1
    Discard the top card of my deck: Snick.

    A feeling of anguish hits Ezren.

    Free exploration: Carrionstorm
    Scorching Ray
    Combat 12: 1d12 + 4 + 2d6 ⇒ (4) + 4 + (5, 1) = 14
    Next card is: Life Drain. Draw it.
    Arcane 8 recharge: 1d12 + 4 + 2 ⇒ (9) + 4 + 2 = 15
    Recharged
    Defeated

    A disgusting bird crashes through the window, but Ezren manages to burn it to death.

    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, Good Omen, Life Drain, Strength, Arcane Robes
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:Good Omen (+3 to close or acquire)


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 9, Salim/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    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:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11
    Before the encounter, discard a random ally from your hand.

    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:
    Giant Hermit Crab
    Monster 1
    Traits:
    Animal
    Aquatic
    Elite
    To Defeat:
    Combat 9
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Barriers
    Spoiler:
    Large Chest
    Barrier B
    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:
    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:
    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:
    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:
    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.

    Weapons
    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    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:
    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.

    Spoiler:
    War Razor +1
    Weapon 2
    Traits:
    Finesse
    Knife
    Magic
    Melee
    Slashing To Acquire:
    Strength~Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

    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.

    Spells
    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:
    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:
    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.

    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:
    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.

    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:
    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:
    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:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.

    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.

    Items
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    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:
    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.

    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:
    Sheriff Hemlock
    Ally B
    Traits:
    Human
    Warrior To Acquire:
    Charisma~Diplomacy 8
    Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.

    Spoiler:
    Toad
    Ally 1
    Traits:
    Animal
    Arcane To Acquire:
    Wisdom~Survival~Intelligence~Arcane 7
    Bury this card to put a spell from your discard pile into your hand.~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 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 Calistria
    Blessing B
    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 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 Lamashtu:
    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.

    Blessings Remaining: 21

    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 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 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:
    Blessings Deck Card 4
    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 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 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 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 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 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 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 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 14
    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 15
    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:
    Blessings Deck Card 16
    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 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 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 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 20
    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 21
    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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Ezren/Hawkmoon, Dr. Habe

    Habe's Sanatorium Card 1:
    Siren
    Monster B
    Traits:
    Elite
    Siren
    To Defeat:
    Wisdom 8
    All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

    Habe's Sanatorium Card 2:
    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.

    Habe's Sanatorium Card 3:
    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.

    Habe's Sanatorium Card 4:
    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.

    Habe's Sanatorium Card 5:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 6:
    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.
    Prison
    At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Salim/NathanDavis, Ghost, Goblin Commando, Charmed Faceless Stalker

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

    Prison Card 2:
    Charmed Faceless Stalker
    Henchman 2
    Type: Monster
    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.

    Prison Card 3:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler // Searching for: Armor 6

    Salim leaves Balazar to his corner sulking. And begins the hunt for the re-hidden Charmed Faceless Stalker. When out of the shadows a remnant from the goblin raid, a Goblin Commando fires a mud ball filled with nails at Salim.

    It catches in his recharged Patrician's Armor. And Salim readies reveals his Melted Blade.

    BYA Damage reduced by 1

    Combat 9: 1d8 + 4 + 2d4 + 2 ⇒ (1) + 4 + (1, 2) + 2 = 10

    Monster Defeat: Shuffle in Cure

    The charging Goblin Commando almost gets a lucky strike in, but Salim twists out of the way, cutting through its loose ramshackle armor. The goblin falls at his feet.

    Discard Blessing of Erastil to Explore

    Undeterred from his mission, Salim looks into another cell, where a Charmed Faceless Stalker waits...

    BYA Wisdom 7: 1d6 + 1d4 ⇒ (3) + (1) = 4

    ...hidden. It waits for Salim to enter the cell, back exposed and attacks.

    Reveal and Discard Dogslicer +1, use a Balazar Monster

    Combat 13, 1s on d6s are 3s: 1d8 + 4 + 2d6 + 1 + 1d4 ⇒ (5) + 4 + (5, 2) + 1 + (2) = 19

    Just as the Charmed Faceless Stalker is about to drive a claw into Salim's back, one of Balazar's minions attacks it, giving Salim enough time to roll out of the way and draw the Doglicer +1. He wastes no time and hacks the creature in the back of the knees. As it falls over, Salim slams his rough blade into roughly the place where its head should be.

    Monster Defeat: Shuffle in Dogslicer +1

    Discards Ezren's Good Omen

    Close Diplomacy 6: 1d8 + 2 + 3 ⇒ (6) + 2 + 3 = 11

    Salim gives a nod to Balazar. No more stalkers are here in Prison.

    Salim wrote:

    Hand: Dandy Brute, Blessing of the Gods 1, Patrician's Armor, The Melted Blade, Captain's Cutlass,

    Displayed:
    Deck: 8 Discard: 1 Buried: 1
    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.
    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.


    Ezren's Hand || Ezren's Deck

    On Salim's turn. Recharging Good Omen.
    Arcane 8 recharge: 1d12 + 4 + 2 ⇒ (11) + 4 + 2 = 17
    Recharged

    Next card is Augury. I'll draw it.

    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, Augury, Life Drain, Strength, Arcane Robes
    Deck: 10 Discard: 3 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:


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

    Recharging Evolution Surge off-turn.


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

    It's the day of the Gods.

    Balazar leaves the Prison as Salim locks it up. He heads to Habe's Sanatorium.

    He finds a Siren eerily looking at him when he enters. "No wonder the people here go crazy." Balazar instructs his Bound Imp to fetch his materials.
    Drawing Charm Monster and Create Pit.
    Recharge 8: 1d12 + 4 ⇒ (11) + 4 = 15
    "Hmm, I can't use any of these. I need the Gods Blessing."
    Using Salim's Blessing.
    Wisdom 8: 2d6 ⇒ (3, 6) = 9
    Balazar withstands the Siren's mental assault. The Siren is defeated and becomes a summon.

    Recharging Evolution Pit to summon a Goblin Snake and discarding it as I resest my hand.

    Balazar wrote:

    Hand: Shackles of Compliance, Create Pit, Gossamer Shrouds, Charm Monster, Stone Skin, Bound Lantern Archon, Cyrdak Drokkus,

    Displayed: Padrig,
    Deck: 15 Discard: 3 Buried: 2
    Notes: I can add 1d4 to your combat check
    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: Armor 6

    Miscounted my draw last time. Discarded the BotG for Balazar

    Salim wrote:

    Hand: Dandy Brute, Menacing Backsword +1, Patrician's Armor, The Melted Blade, Captain's Cutlass,

    Displayed:
    Deck: 7 Discard: 2 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.
    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:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 11, Ezren/Hawkmoon

    Random Cards:

    Monsters
    Spoiler:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom~Divine 8
    The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

    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:
    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.

    Spoiler:
    Werewolf
    Monster B
    Traits:
    Lycanthrope
    To Defeat:
    Combat 13
    Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

    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.

    Barriers
    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:
    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:
    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:
    Goblin Raid
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    None
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Weapons
    Spoiler:
    Longspear
    Weapon B
    Traits:
    2-Handed
    Basic
    Melee
    Piercing
    Spear To Acquire:
    Strength~Melee 5
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8.~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:
    Scimitar
    Weapon B
    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.

    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:
    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:
    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.

    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:
    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:
    Toxic Cloud
    Spell 2
    Traits:
    Arcane
    Attack
    Magic
    Poison To Acquire:
    Intelligence~Arcane 8
    Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.~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:
    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:
    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.

    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:
    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:
    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:
    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 Chain Shirt
    Armor 1
    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:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence~Craft 5
    Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

    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:
    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.

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

    Allies
    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:
    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 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:
    Crow
    Ally B
    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:
    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.

    Blessings
    Spoiler:
    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:
    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 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 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.

    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: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    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:
    Blessings Deck Card 2
    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 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 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 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 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 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 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 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 12
    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 13
    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:
    Blessings Deck Card 14
    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 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 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 18
    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 19
    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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Dr. Habe

    Habe's Sanatorium Card 1:
    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.

    Habe's Sanatorium Card 2:
    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.

    Habe's Sanatorium Card 3:
    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.

    Habe's Sanatorium Card 4:
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium 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.
    Prison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/NathanDavis,

    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Ezren's Hand || Ezren's Deck

    Wisdom 7: 1d8 ⇒ 5
    Ezren discards the top card of his deck.

    Free exploration: Goblin Dog
    "Are there more monstrous beasts in this place then people?" Ezren wonders.

    Life Drain
    Combat 9: 1d12 + 4 + 2d4 ⇒ (4) + 4 + (3, 4) = 15
    Heal: Thieves'Tools
    Next card is: Fiery Glare. Draw it.
    Arcane 9 recharge: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10
    Recharged
    Defeated

    "Let's see if we can't find the good doctor."

    Play Augury for Henchmen
    Cure
    Thieves' Tools
    Dr. Habe

    Put Dr. Habe on top.

    Next card is: Rodrick
    Arcane 8 recharge: 1d12 + 4 + 2 ⇒ (5) + 4 + 2 = 11
    Recharged

    End my turn. Tossing what won't be useful anymore.

    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: Aqueous Orb, Fiery Glare, Scorching Ray, Arcane Robes, Alaeron, Rodrick
    Deck: 7 Discard: 6 Buried: 0 Displayed: 0
    Notes: Reroll: Not Used, Die Bumps: 0/1
    Available:

    Summary: Banish card 1. Dr. Habe is on top. Shuffle the rest.


    During This Adventure: Adventure Deck Number: 2

    During This Scenario:

    When you would encounter an ally, roll 1d6:
    On 1–3, encounter the ally.
    On 4–6, banish the ally and summon and encounter the henchman Charmed Faceless Stalker instead.

    Additional Rules: Villain: None

    Henchmen:
    Dr. Habe
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Human

    To Defeat: None

    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.
    If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.


    Pidget Tergelson
    Spoiler:
    Henchman 2
    Type: Monster

    Traits: Lycanthrope
    Wererat

    To Defeat: Combat 10

    Before the encounter, examine the top card of the Blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat Pidget is increased by 3.
    Before or after the encounter, you may banish a weapon with the slashing trait to banish Pidget.
    If defeated, you may immediately attempt to close this location.


    Charmed Faceless Stalker
    Spoiler:
    Henchman 2
    Type: Monster

    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.

    To win the scenario, close all of the locations.
    Turn: 12, 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:
    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:
    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:
    Plague Zombie
    Monster B
    Traits:
    Elite
    Undead
    Zombie
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.~If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

    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:
    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:
    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:
    Monster in the Closet
    Barrier 1
    Traits:
    Basic
    Goblin
    Skirmish
    To Defeat:
    Wisdom~Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    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:
    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:
    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:
    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:
    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:
    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:
    Shortbow
    Weapon B
    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.

    Spells
    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:
    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:
    Aid
    Spell B
    Traits:
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 6
    Discard this card to add 1d6 to a check.~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:
    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.

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Attack
    Divine
    Elite
    Magic To Acquire:
    Wisdom~Divine 8
    For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 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:
    Elven Chain Shirt
    Armor 1
    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:
    Shield of Fire Resistance
    Armor 1
    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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

    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:
    Arrow Catching Studded Leather
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution~Fortitude 7
    Recharge this card to reduce Combat damage dealt to you by 1.~Recharge this card to reduce Ranged Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light 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.

    Items
    Spoiler:
    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.

    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:
    Wand of Shield
    Item 1
    Traits:
    Arcane
    Magic
    Wand To Acquire:
    Intelligence~Arcane 7
    Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

    Spoiler:
    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.

    Spoiler:
    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.

    Allies
    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:
    Aldern Foxglove
    Ally 1
    Traits:
    Human
    Noble To Acquire:
    Charisma~Diplomacy 4
    Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

    Spoiler:
    Burglar
    Ally B
    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:
    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:
    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.

    Blessings
    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 Calistria
    Blessing B
    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 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:
    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 Desna:
    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.

    Blessings Remaining: 18

    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 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 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 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 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 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 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 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 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 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:
    Blessings Deck Card 13
    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 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 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 17
    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 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.

    Habe's Sanatorium
    At This Location: At the start of your turn, attempt a Wisdom 6 check. If you succeed, draw a random card from your discard pile; if you fail, discard the top card of your deck.
    When Closing: Succeed at a Wisdom or Perception 7 check.
    When Permanently Closed: On closing, you may shuffle 1d4-1 random cards from your discard pile into your deck.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Balazar/khazkhaz, Ezren/Hawkmoon, Dr. Habe

    Habe's Sanatorium Card 1 (Dr. Habe):
    Dr. Habe
    Henchman 2
    Type: Monster
    Traits:
    Human
    To Defeat:
    None
    Before the encounter, examine this location deck until you find a bane; encounter it, then shuffle Dr. Habe into this location deck. If there are no banes in the deck, shuffle it; Dr. Habe is defeated.~If defeated, you may immediately attempt to close this location; you may then examine the top 3 cards of a location deck.

    Habe's Sanatorium Card 2:
    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.

    Habe's Sanatorium Card 3:
    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.

    Habe's Sanatorium Card 4:
    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.
    Prison
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Salim/NathanDavis,

    Town Square
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Village House
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler // Searching for: Armor 6

    Salim decides to stay put at the Prison, and looks for a way to help put an end to things at the Sanatorium.

    Discard a couple of weapons

    Salim wrote:

    Hand: Dandy Brute, Blessing of the Gods 2, Patrician's Armor, Candle of Comity, Captain's Cutlass,

    Displayed:
    Deck: 5 Discard: 4 Buried: 1
    Notes: Blessing Available for an Ezren Close.
    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 recharges Create Pit, Charm Monster, and Stone Skin. Summoning Goblin Cutpurse, Skeleton, and Tickwood Boar. Discarding cards then resetting my hand.

    Balazar wrote:

    Hand: Blessing of the Gods 2, Ruby of Charisma, Black spot, Augury, Staff of Minor Healing, Bound Lantern Archon, Ghoul 2,

    Displayed: Padrig,
    Deck: 17 Discard: 10 Buried: 2
    Notes: I can add 1d4 to your combat check
    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."

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