Skizza of Dongun Hold |
Start of Turn: Hourglass flips into a SANDSTORM!
Skizza Location: 1d9 ⇒ 4 Golden Lake is empty.
Estra Location: 1d9 ⇒ 3 Tooth and Hookah Card 1: Chakram of Ruin: Location is shuffled.
Lini Location: 1d9 ⇒ 3 Tooth and Hookah Card 1: 1d9 ⇒ 8 Ulunat: No Shuffle.
Darago Location: 1d9 ⇒ 7 Canny Jackal is empty.
Qualzar Location: 1d9 ⇒ 6 Festering Ulunat Card 1: Guardian Thunderbirds: No Shuffle.
Reveal Tetisurah and Shuffle Enervating Pistol into deck to reset hand. Randomly Recharge Tetisurah to Curse of Poisoning.
"
Hand: Blessing of Alkenstar C, Blessing of Old Deadeye, Blasting Pistol +2, Lucky Rifle +2, Rhino Hide Armor, Blessing of Tsukiyo,
Displayed: Curse of Poison, Dragonbreath Shot, Shock Bullets,
Deck: 7 Discard: 2 Buried: 7
Hero Points: 6
NOTES:
Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Middle of Deck (Unknown Order): Deadeye Pistol +1, Blessing of Alkenstar B, Blessing of Alkenstar, Swiftshooter, Cannon Master, Enervating Pistol +3
Recharged: Tetisurah,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: +2
Ranged: +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
X
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
Hour of Elements.
Move to and Explore Smoking Den Card 1: Kalnaka.
Reveal Blasting Pistol +2. Discard Dragonbreath Shot
Combat 22: 1d10 + 4 + 2 + 1d6 + 2 + 1d8 + 2d6 ⇒ (4) + 4 + 2 + (2) + 2 + (4) + (5, 4) = 27 Defeated.
Reload: 1d12 ⇒ 7
Recharge Blessing of Tsukiyo to Explore Card 2: Shocking Chest.
Discard Recharge Blessing of Alkenstar.
Disable 12: 1d10 + 4 + 2 + 1d10 ⇒ (3) + 4 + 2 + (6) = 15 Defeated by less than 17.
Damage: 1d4 ⇒ 2 Reveal Rhino Hide Armor to reduce damage by 3.
Draw Random Weapon 1: Flaming Ranseur +3, Random Spell 1: Lightning Bolt, Random Item 1: Ghost Battling Ring.
End Turn.
Scenario: Examine Top: 1d4 + 1 ⇒ (4) + 1 = 5 cards of Location #: 1d5 ⇒ 1: Smoking Den. Card 1: Toxic Geyser & Card 2: Minnothet. Discard Blessing of Alkenstar from top of deck to put it on top of a location.
Discard Flaming Ranseur +3, Ghost Battling Ring, and Lightning Bolt. Reset Hand. Lucky Rifle +2 recharged due to Curse of Poisoning.
"
Hand: Blessing of Old Deadeye, Blessing of Alkenstar B, Blasting Pistol +2, Swiftshooter, Rhino Hide Armor, Cannon Master,
Displayed: Curse of Poison, Shock Bullets,
Deck: 6 Discard: 6 Buried: 7
Hero Points: 6
NOTES:
Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Middle of Deck (Unknown Order): Deadeye Pistol +1, Enervating Pistol +3
Recharged: Tetisurah, Blessing of Alkenstar C, Blessing of Tsukiyo, Lucky Rifle +2,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: +2
Ranged: +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
X
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
Smoking Den Card 1 & 2 cleared. Card 4 (Minnothet was placed on top of a location of our choice.
Tooth and Hookah shuffled. Top card is Ulunat.
Sandstorm moves us around.
BR Yewstance |
I'll get my turn in when I get a chance, but first; an update.
Minnothet was placed back on top of the Smoking Den, as Estra plans to close that location on her turn.
An excellent turn! We're getting closer and closer to winning, and that Sandstorm even gave Estra a chance to set up some supporting magic!
=======================
During This Adventure: =
PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link
=
During This Scenario: =
• When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
• When building the blessings deck, use only 15 blessings.
• When you first encounter Ulunat, summon and build the location Festering Ulunat.
• When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
• If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
• For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
• When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)
• At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
Additional Rules: THREAT LIST:
DISPLAYED ALLIES: 8/8
Scenario Level (#): 7
Turn: 21, Skizza/agent_eclipse
Monsters
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
MM
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Barriers
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
MM
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
DexterityDisable 12
OR Strength 15
After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box.
Weapons
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 5
Traits:
Knife
Ranged
Slashing
Electricity
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
MM
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.
MM
Weapon 4
Traits:
Scythe
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee
Wisdom
Dexterity 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
Spells
MM
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead
To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
On any check, after the roll, discard this card to add or subtract 3 from the result.
After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armors
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
MM
Armor 5
Traits:
Shield
Finesse
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
During your turn, if proficient with light armors, you may recharge this card.
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.
Items
MM
Item B
Traits:
Accessory
Alchemical
To Acquire:
Intelligence
Perception 6
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.
MM
Item 3
Traits:
Accessory
Alchemical
Acid
To Acquire:
Dexterity
Intelligence
Craft 8
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
MM
Item 1
Traits:
Object
Magic
Mummy
To Acquire:
Wisdom
Divine
Survival 6
Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
Allies
MM
Ally 6
Traits:
Elemental
Acid
To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
MM
Ally C
Traits:
Animal
Elemental
To Acquire:
Wisdom
Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
MM
Ally B
Traits:
Undead
Mummy
To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
MM
Ally 3
Traits:
Human
Cleric
To Acquire:
Intelligence
Knowledge 8
OR Charisma
Diplomacy 9
Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
Discard this card to explore your location.
Blessings
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 3
Hourglass
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Location #1: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse,
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Location #3: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Estra/Yewstance, Lini/Bigguyinblack, Create Mindscape displayed, (Void Glyph, Ulunat (Villain), Charkram of Ruin)
None
Villain B
Type: Monster
Traits:
Vermin
To Defeat:
Combat 40
OR Constitution
Fortitude
Wisdom 20
THEN Combat 50
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
MM
Ally 6
Traits:
Elemental
Acid
To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Location #4: Golden Lake
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
MM
Henchman C
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Location #6: Dye Market
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: (Quicksand Bunyip, Aghash)
Location #7: Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY,
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location #8: Surgery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #9: Festering Ulunat
At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger,
MM
Item B
Traits:
Accessory
Magic
Pharasma
Veteran
To Acquire:
Arcane
Divine
Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Estra and Honaire |
Estra starts her turn.
Estra buries Mumia Smuggler and Blessing of the Elements from her discards to halt the hourglass.
Estra displays Safety Bubble and Ley Line at the Tooth and Hookah, to better support further combat against Ulunat there.
Estra moves to the Smoking Den.
Estra examines the top card of her location with her power.
MM
Ally 2
Traits:
Human
Shopkeeper
Aspis
To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
Estra takes her free exploration to encounter the previously examined card.
Diplomacy 8: 1d10 + 6 ⇒ (7) + 6 = 13 -> Pass; Estra draws Bound Lantern Archon.
Acquired.
Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...
Channel the Gift
Restorative Touch
Psychic Surgery
Then draws Channel the Gift.
Estra sends Channel the Gift to Recovery to search and draw Hypercognition from her deck. Deck shuffled.
Estra displays Hypercognition next to her character card.
Estra discards Minnothet to explore.
MM
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Wisdom 19 (Hypercognition): 4d10 + 4 ⇒ (3, 4, 5, 10) + 4 = 26 -> Pass.
Neferekhu: Diplomacy 8 (Hypercognition): 2d10 + 6 ⇒ (6, 8) + 6 = 20 -> Pass; Estra draws a card (Blessing of the All-Seeing Eye) for passing a Charisma check.
Defeated.
Estra ends her exploration step.
Closing (Smoking Den): Estra summons and encounters...
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.
Acquired.
Smoking Den closed!
I'm certain we can finish off Ulunat on my next turn or thereabouts (see my notes at the end of this post), so Estra will strike off both remaining uses of her Cleanser of Abominations player boon to remove 2 curses from Lini of Lini's choice. If she doesn't want to remove 2, then I'll remove one from Lini and one from Skizza.
Estra ends her turn.
Scenario: Estra examines the top 1d4 + 1 ⇒ (3) + 1 = 4 cards of the 1d4 ⇒ 1 Tooth and Hookah...
Tooth and Hookah Card 1: Ulunat
Tooth and Hookah Card 2: Aghash (TRIGGER)
Estra buries Tarworks Master and Minnothet from her hand and discards to prevent the discard from the blessings deck, then a Sandstorm into the blessings deck.
Resuming examine...
Tooth and Hookah Card 3: Safety Bubble
Tooth and Hookah Card 4: Burglar's Buckler
Safety Bubble and Burglar's Buckler are banished.
Estra attempts to recover all cards in her Recovery pile, revealing Neferekhu for each.
Bound Lantern Archon: Divine 10: 3d10 + 6 ⇒ (5, 4, 3) + 6 = 18 -> Bound Lantern Archon recharged.
Neferekhu: Diplomacy 8: 1d10 + 6 ⇒ (3) + 6 = 9 -> Pass; Estra draws a card (Valet) for passing a Charisma check.
Channel the Gift: Divine 14: 3d10 + 6 ⇒ (7, 1, 10) + 6 = 24 -> Channel the Gift recharged.
Neferekhu: Diplomacy 8 (Valet): 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15 -> Autopass; Estra draws a card (Freed Soul) for passing a Charisma check.
Hypercognition: Perception 11: 3d10 + 6 ⇒ (8, 7, 4) + 6 = 25 -> Hypercognition recharged.
Neferekhu: Diplomacy 8 (Valet): 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18 -> Autopass; Estra draws a card (Javelin of Lightning) for passing a Charisma check.
Estra resets her hand; she's over her hand size, and chooses to discard Valet, Freed Soul and Blessing of the All-Seeing Eye.
Estra has done all she could muster to move as many people to safety; but there were still so many holed up at the Tooth and Hookah - right in the path of the voracious Ulunat. Estra has finished her warding magics, and has a plan to leverage them against the monstrosity when it returns, trapping him in a net of energy, fire and spirits... though could any magic truly stop a spawn of Rovagug?
Estra's eyes search the rubble around her in a moment of quiet, as she magically suppresses the strange, noxious acids strewn from Ulunat's vile maw across the urban square. Amidst the dust-storms and the entire districts flattened or chewed up by its incredible maw Estra has no way to know where her friends and allies are; or whether they're even still alive.
Miraculously, she manages to find Skizza pulling a bedraggled shopkeeper to her feet, and in an unusual burst of energy and emotion the spiritualist runs to hus the taller ratfolk in sudden, deep relief, resting her frail weight on the gunslinger. After a moment, Estra pulls back from him - noting the stink of burnt gunpowder clinging to his fur - to instead rest her weight on Honaire's summoned form. Estra coughs, the smoke and dust filling her lungs as she draws on more of her spirit companion's strength to keep herself upright.
"Do you know where the others are? I think... if we all prepared here at the Tooth and Hookah, it's possible... maybe we could hurt that thing, badly. But I don't know if we could overcome its regeneration, unless..."
Estra pauses, looking at the writhing, rampaging monster in the distance, dwarfing the city around it. Was that a trick of the eyes, or were there... holes strewn across its belly? She swore she could see, for a second, buildings briefly lit against the flash of spells amidst its torn-up carapace.
Bright spells inside the monster itself; could that be Darago or Qualzar's work?
"
Hand: Ice Storm, Summon Hellhounds, Phoenix Cloak, Khepresh of Refuge, Stained Glass Elemental, Neferekhu, Psychic Rager,
Displayed: Create Mindscape, Safety Bubble, Ley Line,
Deck: 5 Discard: 5 Buried: 9
Hero Points: 3
NOTES:
Available Support: No non-local support to offer.
Other: I did just realize that Ley Line won't work against Ulunat, though, since you have to 'play' it (because it requires a cost and a choice to activate, unlike Create Mindscape) and you can't play Mental boons against Ulunat, due to his immunity. Oops.Despite that, if everyone is in-position by Estra's next turn (and the Festering Ulunat closed), I can fight Ulunat, ideally with help.
I'd bury Psychic Rager to explore into it and add 2d12 to all of my checks to defeat it. Plus, of course, Festering Ulunat adds another 2d12 to all of my checks, plus I can use Smoking Den to bless all of my checks again.
With Create Mindscape, Neferekhu, Festering Ulunat, and Psychic Rager, I can roll up to 4d12+3d10+1d4+4 for the Wisdom 20 check {99.999% odds, even before any cards are discarded/buried or Hero Points spent}. Then with Create Mindscape, Festering Ulunat, Psychic Rager, Summon Hellhounds, Ice Storm, Smoking Den, Phoenix Cloak, Stained Glass Elemental and a single blessing I can roll up to 4d12+3d10+3d8+2d6+3d4+13 {99.99% odds, even before Hero Points or further bonuses}.
Middle of Deck (Unknown Order): Restorative Touch, Psychic Surgery
Recharged: Bound Lantern Archon, Channel the Gift, Hypercognition,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
*Diplomacy: Charisma +3
Favored Card: Loot Ally Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat ([X] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
[X] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[X] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
[X] *Gain the skill Diplomacy: Charisma +3.
[ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
PLAYER REWARDS:
(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.)
BR Yewstance |
There was a small error in my last update with the Festering Ulunat, but it's been resolved.
Lini's up, remember whether or not to halt the hourglass as usual. Note that Estra is confident she can fight Ulunat on the next turn; we just need the Festering Ulunat closed and everywhere else closed or guarded before then. The hard part is the Conflagration - I don't think it's a legal play for Darago to use Disintegrate (because he's not encountering Conflagration, just making a check against it), so we may need to let some more Sandstorms move us around?
======================================
During This Adventure: =
PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link
=
During This Scenario: =
• When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
• When building the blessings deck, use only 15 blessings.
• When you first encounter Ulunat, summon and build the location Festering Ulunat.
• When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
• If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
• For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
• When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)
• At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
Additional Rules: THREAT LIST:
DISPLAYED ALLIES: 8/8
Scenario Level (#): 7
Turn: 22, Estra/Yewstance
Monsters
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
MM
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
If the check to defeat the Mummy Golem has the Fire trait, add 1d8.
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 20
The Ecorche is immune to the Mental and Poison traits.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
Barriers
MM
Barrier 5
Traits:
Trigger
Curse
Undead
Poison
To Defeat:
SEE BELOW
When you examine this card, encounter it.
Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
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 checks against it. Banish this card and shuffle the remaining cards into the location deck.
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
MM
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
Weapons
MM
Weapon 6
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
MM
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
MM
Weapon 5
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
MM
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic
To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Spells
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 5
Traits:
Magic
Arcane
Attack
Acid
To Acquire:
Intelligence
Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Armors
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
MM
Armor 3
Traits:
Heavy Armor Magic
To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
MM
Item 2
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 9
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
MM
Item 4
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 9
Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
MM
Item 3
Traits:
Trigger
Object
Magic
To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
Recharge this card to add the Acid trait to your check.
MM
Item 6
Traits:
Liquid
Poison
Alchemical
To Acquire:
Intelligence
Craft 13
Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.
Allies
MM
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
MM
Ally C
Traits:
Human
Cleric
To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
MM
Ally 1
Traits:
Trigger
Human
Cleric
To Acquire:
CharismaDiplomacyDivine 9
When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Blessings
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 3
Traits:
Divine
Isis
Acid
To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 4
Hourglass
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Location #1: Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance,
Location #3: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Lini/Bigguyinblack, Create Mindscape displayed, Ley Line displayed, Safety Bubble displayed, (Void Glyph, Ulunat (Villain), Chakram of Ruin)
None
Villain B
Type: Monster
Traits:
Vermin
To Defeat:
Combat 40
OR Constitution
Fortitude
Wisdom 20
THEN Combat 50
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
MM
Ally 6
Traits:
Elemental
Acid
To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Location #4: Golden Lake
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
MM
Henchman C
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Location #6: Dye Market
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger, (Quicksand Bunyip, Aghash)
Location #7: Canny Jackal
At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, summon and encounter an ally.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY,
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location #8: Surgery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #9: Festering Ulunat
At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
MM
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
RotRL Lini |
During Estra's turn she banishes Lini's Curse of Blindness. On Lini's turn she buries Frilled Lizard and Blessing of the All-Seeing Eye to keep the hour.
Lini moves to Vizier's Hill and rests.
random location for EOT: 1d4 ⇒ 3 Canny Jackal. No effect.
Hand: Divine Blaze, Velociraptor, Hand of the Honest Man, Blessing of Milani, Pyrotechnic Blast, Blessing of the Seventh Veil, Pteranodon,
Displayed: Curse of the Ravenous, Curse of Daybane ,
Deck: 2 Discard: 0 Buried: 14
"Current Location: Vizier's Hill
Hero Points: 3"
"NOTES:
Available Support: Blessings are available for use.Hand of the Honest Man: Recharge to remove a curse.
Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
Movement: Move me to the if my location closes.
Other: Hi I'm Lini! Please bot me if I need to Guard my location!"
"
Middle of Deck (Unknown Order): 0
Recharged: Channel the Gift, Breath of Life,
Discard Pile:
Buried Pile:
Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Knowledge: Intelligence +3
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +1
Survival: Wisdom +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7 ☐ ☐ ☐
Proficiencies:
[X] Weapon [ ]Light Armor (hand size)
POWERS:
When you play an ally with the animal trait, you may recharge it instead of discarding it.
You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([x] +4) to your check.
You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
Moved to Vizier's Hill to guard.
AAUGHWHY's PFSACG Darago |
Bury Scrying and Ice and Fire to keep Hour as Blessing of the Elements
After Qualzar's rescue in the depths of the Ulunat and the insect's subsequent forceful ejection of the mages, Darago comes back to consciousness surrounded by flames. He doesn't have time to think of a graceful solution, but fire can't survive without something to burn. Play Disintegrate to defeat Conflagration (obstacle trait)
Darago can sense the magic thickening in the air and radiating out from the Tooth and Hookah, a sure sign of Estra taking precautions to ensure her success where his rashness led to failure. He vows to help her out anywhere he can: from the inside, for example. Move to Festering Ulunat
Darago opens up a interdimensional door into the Ulunat (a trick he learned from Qualzar) and unleashes gyesers of magma on the Card 1: Guardian Thunderbirds within!
BA Electricity Damage: 1d4 ⇒ 3 Reveal Lini's Gravewatcher Chain Mail to reduce damage by 3 to 0. (Thanks so much for this Lini!) For the combat, play Volcanic Storm to use Arcane+3d6. Reveal Mask and Headband to add 4
Combat 22: 1d10 + 3d6 + 10 ⇒ (8) + (6, 3, 3) + 10 = 30 Draw Thunderbirds
"Talk about heartburn! Am I right?! Ha ha!" Suddenly, a wave of disgust washes over Darago. Did he really just say that? He's been spending too much time with Qualzar...
End of turn location damage. Combat damage is negated by Lini's Gravewatcher Chain Mail
Acid Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Reveal Gravewatcher Chain Mail to negate it
End of turn, examine
Random Open Locaiton: 1d4 ⇒ 4 Festering Ulunat. examine and Trigger the Scarab Swarm
The Ulunat seems to detect the foreign intruder and immune cells converge on Darago's location. They look like smaller versions of the beetle. "That's cute, I guess?" Reveal armor to bypass the trigger damage. For the combat play Icy Prison for Arcane+4d6. Reveal Headband and Mask for +4. Banish Thunderbirds for +1d4+1
Combat 20/24: 1d10 + 4d6 + 1d4 + 11 ⇒ (10) + (4, 3, 3, 4) + (1) + 11 = 36
"A cold compress should bring that fever down! Ugh..."
Recover all my spells, revealing Mask and Headband
Recharge Disintegrate Arcane 16: 1d10 + 11 ⇒ (6) + 11 = 17
Recharge Volcanic Storm Arcane 13: 1d10 + 11 ⇒ (5) + 11 = 16
Recharge Icy Prison Arcane 14: 1d10 + 11 ⇒ (9) + 11 = 20 Nice!
"
Hand: Crocodile Skin Armor, White War Paint, Quartermaster, Dragonbane Greatsword, Cook,
Displayed: Bearskin Armor (Core),
Deck: 9 Discard: 4 Buried: 0
Hero Points: 1
NOTES:
Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use White War Paint, Crocodile Skin Armor, Quartermaster, Cook)Gorum: +2 dice on Combat STR
Other: Goblin Markers:
Middle of Deck (Unknown Order): Blessing of the Gods 2, Blessing of Torag, Blessing of the Gods, Staff of Minor Healing (Core), Thundering Earthbreaker, The Brass Dwarf, Shock Glaive +1
Recharged: Mastiff, Vale Temros,
Discard Pile:
Buried Pile:
Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Melee: Strength+2
Dexterity d6 ☐ +1 ☐ +2 ☐ +3
Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
Fortitude: Constitution+1
Intelligence d6 ☐ +1
Wisdom d4
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Diplomacy: Charisma+0
Favored Card: Melee Weapon
Hand Size: 5 ☐ 6
Proficiencies:
Weapon
POWERS:
On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
[ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
[X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
[ ]Your hand size is increased by the number of goblin markers on this card
Canny Jackal and Festering Ulunat are both empty but still open
Qualzar-EmpTyger |
Burying Scribe, Blessing of Abadar instead of discarding a blessing for Qualzar's turn
Moving to Canny Jackal
Closing Canny Jackal.
Canny Jackal is closed. Summoning Random Ally 1: Commander Abdallah
Ally 3
Traits:
Human
Fighter
To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Discarding Crown of Charisma as an Attack Mental Magic spell, recharging Golden Serpent Armband
Combat 11: 1d10 + 6 + 1d6 + 4 + 1d6 ⇒ (2) + 6 + (6) + 4 + (2) = 20
Commander Abdallah is acquired
Qualzar strode back into the Canny Jackal triumphantly, but the establishment was empty. "What are you doing here?" asked a tall, important-looking commander. "Everyone has been ordered to shelter in place for the duration of the crisis."
The gnome was taken aback. He craned his neck up at the human, the crown glinting on his head. "And who are you to give orders to Qualzar the Unstoppable?"
The commander was unperturbed. "I'm Commander Abdallah. And I don't care who you are. Everyone must follow these orders. This is not a negotiation."
The impeller rolled his sleeves up past the fancy golden armband, and let out a cackle. "Challenge accepted."
Ending turn
Random open location: 1d7 + 2 ⇒ (1) + 2 = 3
Cards examined: 1d4 + 1 ⇒ (2) + 1 = 3
Examining Tooth and Hookah 1: Ulunat, Tooth and Hookah 2: Aghash, Tooth and Hookah 3: Chakram of Ruin
Type: Monster
Traits:
Vermin
To Defeat:
Combat 40
OR Constitution
Fortitude
Wisdom 20
THEN Combat 50
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
Aghash triggers. Burying Crown of Charisma, Tablet of Languages Lost instead of discarding a blessing. Shuffling Sandstorm into hourglass.
Chakram of Ruin is banished
From the direction of the Tooth and Hookah came a ruinous rumble, and another shower of sand. "Sounds like the show is about to get started!" Qualzar said excitedly.
Hand: Clockwork Owl, Key of the Second Vault (banish to recovery to banish local displayed non-villain Lock/Obstacle/Trap), Commander Abdallah, Axe of the Imperative, Blessing of Sivanah (discard to bless/double bless if non-combat INT/CHA), Robe of Energy Resistance, Life Leech,
Displayed:
Deck: 4 Discard: 4 Buried: 10
Notes:
Ask before using:
Can use without asking: Blessing of Sivanah
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [X] +2 [X] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [] 8
Proficient with: Arcane, Mental
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
[X] Reduce Combat damage dealt to you by 2 ([] 3).
[] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
Hero points: 6
Summary:
No hour discarded for Qualzar's turn.
Another Sandstorm was shuffled into hourglass.
Tooth and Hookah 3 is banished.
Random Ally 1 (Commander Abdallah) is acquired.
Canny Jackal is closed.
Qualzar is at Canny Jackal.
BR Yewstance |
Skizza's turn; once again flip the hourglass if you don't halt it.
Vizier's Hill is ready to be guarded, the Festering Ulunat still needs to be closed, and Estra's ready to take on Ulunat on her turn if the Festering Ulunat is taken care of.
As I warned during my last update, I don't think Darago can use Disintegrate, because he never has the opportunity to "automatically defeat" anything, as he's explicitly not encountering Conflagration; it just asks him to make a check. Disintegrate doesn't let you automatically pass a check to defeat, simply allows you to automatically defeat certain encounters, which is described as occurring during one of the steps of the encounter in the rulebook.
I'm willing to discuss this further, but my preferred solution is to have Qualzar use his Key of the Second Vault to clear the Conflagration before closing the Canny Jackal; he should do that and amend his hand.
=============================
During This Adventure: =
PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link
=
During This Scenario: =
• When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
• When building the blessings deck, use only 15 blessings.
• When you first encounter Ulunat, summon and build the location Festering Ulunat.
• When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
• If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
• For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
• When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)
• At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.
Additional Rules: THREAT LIST:
DISPLAYED ALLIES: 8/8
Scenario Level (#): 7
Turn: 25, Qualzar/EmpTyger
Monsters
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental and Poison traits.
After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Barriers
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
MM
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.
Weapons
MM
Weapon 6
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
MM
Weapon 1
Traits:
Sling
Ranged
Bludgeoning
Magic
To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
MM
Weapon 6
Traits:
Mace
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee
Arcane
Divine 13
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
Recharge this card to add 1 die to your combat check that has the Attack trait.
Spells
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
MM
Spell 4
Traits:
Magic
Divine
Healing
To Acquire:
Wisdom
Divine 12
Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
MM
Spell B
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
MM
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 proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
MM
Armor 1
Traits:
Shield
To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Craft
Divine 12
Reveal this card to reduce all damage dealt to you by 2.
Recharge this card to move.
Recharge this card to add 1 die to your check that invokes the Electricity trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
Items
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
MM
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical
To Acquire:
Intelligence
Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
MM
Item C
Traits:
Staff
Attack
Magic
Cold
To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
MM
Item 5
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Knowledge
Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
MM
Item 5
Traits:
Accessory
Magic
To Acquire:
Strength
Melee 10
OR Constitution
Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
Put this card on top of your deck to add 1 die to your Constitution non-combat check.
Put this card on top of your deck to reduce all damage dealt to you by 2.
Allies
MM
Ally C
Traits:
Human
Cleric
To Acquire:
Divine
Charisma
Diplomacy 8
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
MM
Ally B
Traits:
Animal
Acid
To Acquire:
Wisdom
Survival 6
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
MM
Ally 4
Traits:
Elemental
Fire
To Acquire:
See Below None
To acquire this card, be dealt 1d6+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
Blessings
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Current Hour:
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hours Remaining: 5
Hourglass
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Location #1: Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance,
Location #3: Tooth and Hookah
At This Location: If you fail to acquire an ally, shuffle that card back into this location.
When Closing: Summon and acquire a random ally from the box.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Create Mindscape displayed, Ley Line displayed, Safety Bubble displayed, (Void Glyph, Ulunat (Villain))
None
Villain B
Type: Monster
Traits:
Vermin
To Defeat:
Combat 40
OR Constitution
Fortitude
Wisdom 20
THEN Combat 50
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
MM
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Ally 6
Traits:
Elemental
Acid
To Acquire:
Wisdom
Survival 14
Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
MM
Ally B
Traits:
Human
Bard
Aspis
To Acquire:
Charisma
Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
MM
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Location #4: Golden Lake
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Lini/Bigguyinblack,
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location.
Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
MM
Henchman C
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Location #6: Dye Market
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: (Quicksand Bunyip, Aghash)
Location #7: Canny Jackal
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger,
MM Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Location #8: Surgery
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #9: Festering Ulunat
At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY,
Qualzar-EmpTyger |
(Correction to Qualzar’s turn)
Banishing Key of the Second Vault to recovery to banish Conflagration
Recovery:
Arcane 12: 1d10 + 6 ⇒ (8) + 6 = 14
Key of the Second Vault is recharged
“The best way to let people know it’s safe again will be to hang a giant banner up there.” Qualzar pointed to the top of the ruined Canny Jackal. The sorcerer opened a locked chest and took out a wrapped parcel of food, giving it to Abdallah. “A bite of this should let you do it!”
The commander looked at the food dubiously. “What is it?”
The impeller smiled. “I call it a can-flag ration.”
Hand: Clockwork Owl, Robe of Vision, Commander Abdallah, Axe of the Imperative, Blessing of Sivanah (discard to bless/double bless if non-combat INT/CHA), Robe of Energy Resistance, Life Leech,
Displayed:
Deck: 4 Discard: 4 Buried: 10
Notes:
Ask before using:
Can use without asking: Blessing of Sivanah
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [X] +2 [X] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [] 8
Proficient with: Arcane, Mental
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
[X] Reduce Combat damage dealt to you by 2 ([] 3).
[] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
Hero points: 6
AAUGHWHY's PFSACG Darago |
Playing Disintegrate on the Conflagration wasn't legal, so it should still be in my hand
"
Hand: Phoenix Cloak, Helm of Electric Radiance, Disintegrate, Mask of the Forgotten Pharaoh, Ammut, Gravewatcher Chainmail, Headband of Epic Intelligence,
Displayed:
Deck: 8 Discard: 6 Buried: 6
Hero Points: 5
Middle of Deck (Unknown Order): Fire Snake, Death's Touch, Magnetic Grimoire, Blessing of Pharasma, Game of Afterlife
Recharged: Bound Lantern Archon, Volcanic Storm, Icy Prison (Core),
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☑ +1 ☑ +2 ☐ +3
Fortitude: Constitiution +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 ☑ +1 ☐ +2 ☐ +3
Charisma d6 ☐ +1 ☐ +2
Favored Card: Spell
Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
None
POWERS:
When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
[X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.
Skizza of Dongun Hold |
Start of Turn: Halting Hourglass burying Ghost Battling Ring and Lightning Bolt.
Move to and Close Festering Ulunat.
End Turn. Examine Top: 1d4 + 1 ⇒ (2) + 1 = 3 cards of Open Location #: 1d2 ⇒ 1, Card Three: Hippopotamus Mud Elemental banished. Reset Hand.
"
Hand: Blessing of Old Deadeye, Blessing of Alkenstar B, Blasting Pistol +2, Swiftshooter, Enervating Pistol +3, Rhino Hide Armor, Cannon Master,
Displayed: Shock Bullets,
Deck: 6 Discard: 4 Buried: 9
Hero Points: 6
NOTES:
Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.
Middle of Deck (Unknown Order): Deadeye Pistol +1, Curse of Poison
Recharged: Tetisurah, Blessing of Alkenstar C, Blessing of Tsukiyo, Lucky Rifle +2,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: +2
Ranged: +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2
Favored Card: Weapon
Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
Proficiencies:
X
POWERS:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
[X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.
Estra and Honaire |
Estra starts her turn.
Estra buries Valet and Freed Soul from her discards to halt the hourglass.
Estra moves to the Tooth and Hookah.
Estra displays Summon Hellhounds.
Ulunat lets out an unearthly yell as it's colossal stampede runs closer and closer to the trapped Tooth and Hookah. Jets of flame seem to spill from cracks in its carapace as Darago unleashes his most powerful of magics upon its insides - Estra can sense his presence inside the beast now that it getting close.
She steels herself for combat; drawning near every spirit who will answer her call as she wears the ethereal 'shell' of Honaire's form, giving her strength. She weaves new bodies out of flames to house some of the most hateful and angry of spirits; giving them the means and outlet to vent their vileness on the enemy just in time before Ulunat smashes his carapace into the Tooth and Hookah, setting off the dozens of spells Estra had chained into the building.
Estra skips her free exploration and sets aside Psychic Rager to explore again.
None
Villain B
Type: Monster
Traits:
Vermin
To Defeat:
Combat 40
OR Constitution
Fortitude
Wisdom 20
THEN Combat 50
Ulunat is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
BA: Choose to fail; Estra suffers 1d4 + 1 - 1d4 ⇒ (2) + 1 - (2) = 1 Combat Damage (Safety Bubble), and reveals Khepresh of Refuge to reduce the damage taken by 1, to 0.
Rubble goes flying, but Estra is standing far enough away to not get flattened, and her magical wards deflect the worst of the debris.
Check #1 (Wisdom 20)...
Estra reveals Neferekhu to add 2 dice.
Create Mindscape adds 1d4.
Festering Ulunat adds 2d12.
Psychic Rager adds 2d12.
Lini discards Blessing of Milani to bless twice.
Wisdom 20 (Bless*2, Neferekhu, Create Mindscape, Psychic Rager, Festering Ulunat): 5d10 + 4 + 1d4 + 4d12 ⇒ (5, 9, 2, 7, 6) + 4 + (1) + (5, 6, 10, 4) = 59 -> Pass.
Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Pass; Estra draws Psychic Surgery.
A flare of energy from the sky seems to lash at the beast - was that Lini? - as Estra's magic tears at the very life of the monster, halting its regeneration outright as layers of spiritual magic strike at its very existence.
Check #1 (Combat 50)...
Skizza reloads Enervating Pistol +3 to decrease the combat check difficulty by 2d4 ⇒ (4, 1) = 5 (now 45).
Estra sends Ice Storm to Recovery for combat to use Divine +3d8.
Ulunat: Estra is dealt 1 Mental Damage, and discards Khepresh of Refuge to damage.
Estra buries Psychic Surgery to the power of the Smoking Den to add a die.
Summon Hellhounds adds 2d6
Create Mindscape adds 1d4.
Estra displays Phoenix Cloak to add 3d4 and the Fire trait to her combat check.
Festering Ulunat adds 2d12.
Psychic Rager adds 2d12.
Skizza discards Blessing of Alkenstar to add 1d12.
Combat/Divine 45 (Smoking Den, Summon Hellhounds, Create Mindscape, Phoenix Cloak, Psychic Rager, Festering Ulunat, Blessing of Alkenstar): 2d10 + 4 + 3d8 + 2d6 + 1d4 + 3d4 + 5d12 ⇒ (2, 6) + 4 + (4, 4, 7) + (6, 1) + (3) + (1, 1, 1) + (2, 12, 7, 7, 8) = 76 -> Pass! Just for fun, Estra recharges Stained Glass Elemental to add 8, bringing her total to 84.
Summon Hellhounds: Estra rolled two '6s' and discards Restorative Touch and Bound Lantern Archon from her deck.
Ulunat is well and truly DEFEATED!
Now in-range of Skizza's firearms, the ratfolk lets loose with every cannon, rifle and firearm that comes to hand, throwing any explosive and any ammunition he has available at the creature. Ulunat writhes - its colossal motions leveling more buildings - as Estra redoubles her attack, her flame-formed spirit allies pouring into its skull through any opening they can find and burning at its insides as she struggles to pour all of her magic into her spells. She plucks at the strands of its impossible vast lifeforce - beginning to unwravel it into pieces as his regeneration remains entirely stunted.
Now vulnerable, the attacks across its form from both inside and out, from the forces across the city - spells, arrows, javelins - begin to open wound after wound after wound. Bile-like liquid sprays from its shell, its legs begin to give out, and with one last shout Estra banishes its near-godlike mental presence far from the material plane, leaving its body inert in its nest of a city's remnants. Dead.
Estra collapses, her spells vanishing to nothing.
WE WIN THE SEASON!
"
Hand: Neferekhu,
Displayed: Create Mindscape, Safety Bubble, Ley Line, Summon Hellhounds, Phoenix Cloak,
Deck: 3 Discard: 5 Buried: 13
Hero Points: 3
NOTES:
Other: That's everything there is to do - DONE!
Middle of Deck (Unknown Order): 0
Recharged: Channel the Gift, Hypercognition, Stained Glass Elemental,
Discard Pile:
Buried Pile:
Strength d4 ☐ +1
Dexterity d4 ☐ +1 ☐ +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d8 ☐ +1 ☐ +2 ☐ +3
Knowledge: Intelligence +1
Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Divine: Wisdom +2
Perception: Wisdom +2
Charisma d10 ☑ +1 ☑ +2 ☑ +3
*Diplomacy: Charisma +3
Favored Card: Loot Ally Honaire
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
Light Armor
POWERS:
At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
When you succeed at a combat ([X] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
[X] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
[X] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
[X] *Gain the skill Diplomacy: Charisma +3.
[ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.
PLAYER REWARDS:
(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.)
BR Yewstance |
COMPLETED SCENARIO 3-P: TIDE OF THE UNHOLY FIRST
TIER PROGRESSION:
All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
Party -> Tier 6, 6XP
SCENARIO REWARD:
(This is not a one-time reward; it applies to all of your characters, as long as you're playing Season 3, Season 4 or Mummy's Mask.)
DEVELOPMENT:
The Unholy First has fallen! Watching Ulunat’s carapace fall back into a torpor where it rose just hours ago makes it almost seem as if this day never happened—except for the blasted landscape and bewildered crowds.
You put everything you had into defeating this beast once more. Given the lengths that a mighty pharaoh went to millennia ago to defeat Ulunat the first time, you thank the gods that it apparently returned to life at only partial strength.
Sothis is shaken to its core, and recovering from Ulunat’s destruction is likely to take months. But the city survives. In fact, it thrives.
For that, you plan to celebrate!
Qualzar, Lini, Skizza and Darago have lost a friend, but saved a city - if not far more, from foiling Ahriman's horrific plots. Now all that remains is to decide whether to flee the city lest the Ruby Prince determines that they were responsible for Ulunat's awakening, or to pursue a royal reward for their role in ending the threat both Ahriman and Ulunat posed, quite likely, to all of Osirion.
ACQUIRED CARDS:
Mumia Smugglers (Ally B)
Black Kiss (Ally 1)
Khelru (Ally 1)
Minnothet (Ally 2)
Commander Abdallah (Ally 3)
Scribe (Ally 4)
Freed Soul (Ally 5)
Rhino Hide Armor (Armor 6)
Blessing of the Elements (Blessing B)
Blessing of Pharasma (Blessing B)
Ghost Battling Ring (Item B)
Potion of Healing (Item B)
Ring of the Grasping Grave (Item 3)
Hand of Glory (Item 6)
Lightning Bolt (Spell 2)
Ice Storm (Spell 4)
Returning Throwing Axe +1 (Weapon 1)
Fate Blade (Weapon 4)
Flaming Ranseur +3 (Weapon 5)
Axe of the Imperative (Weapon 5)
BR Yewstance |
With that; the Season 3 Capstone is complete, and with it, every scenario in Season 3 entirely.
That means, for all intents and purposes, the retirement of our characters. All that's left is for me to report our results and produce all of your remaining Chronicle Sheets. That will take me some time to get to, and I'll keep this thread active until they're all sent out - expect it to take a month or more, unless you make a specific request for me to prioritize yours.
Congratulations to every member of the party; it's been a pleasure playing with you all. Estra remains my first PACS character (online or otherwise) and it's enormously satisfying to finish her story at last (though I have finished a few other APs in the time it took this one to finish).
You may write your own character's epilogue here at any time, if you wish.
Qualzar-EmpTyger |
Upgrading Ally 2 Apprentice into Ally 5 Pyromaniac Mage.
Four half-elven children were sitting by the fountain in the center of Sothis. Qualzar approached. "Have you been having fun on your vacation?" They all cheered. Qualzar beamed. "Everyone has fun at the Whimsical World of Qualzar the Wondrous!"
But then the eldest child added, "Although I think our parents have been arguing a lot." Qualzar looked over to the other side of the fountain, where a human and elf were having a heated dispute with a gnome. He took a closer listen.
"175 gold for a picture?" the elf was saying. "Look here, Mr. Hoppert. That can't be right."
The gnome cleared his throat. "Ah, ahem, er, as a matter of fact, it is 175 gp *per child* pictured." He held up a piece of parchment, showing the four half-elves riding in miniature pyramids. Each pyramid bounced up and down while moving around a central pylon. "So that would be 700 gp."
"700 gp?!" The human stamped in anger. "That's ridiculous. We certainly won't be paying such an outrageous sum!"
The elf sighed. "Just pay the gnome, dear." This clearly was not the first time they had had this argument. Reluctantly, the human pulled out a small purse, counted out some coins, and handed them over. Hadden bowed and scurried off.
The human turned to the elf. "700 gp for a picture. 1400 gp for the ride. Another 1400 gp to ride Darago's Spooky Mansion. 900 gp at the Rat-a-tat Rat Arcade. 2600 gp for admission to Lini's petting zoo. 4000 gp for aura readings at E & H. 12000 for lunch reservations at Gronk's Grub. 1250 for sweets at Cogsnap's Clever Candied Concoctions, including souvenir candy dishes..."
"The price gouging is outrageous!" the elf interrupted, but then sighed. "But what can we do?"
Qualzar whispered to the children. "I know what would cheer everyone up!" He conjured a flyer. "Nemsky's All-New Pyrotechnic Fireworks Extravaganza is starting soon!" The kids all looked excited. "See, seats are still available! Go on, go tell your parents!"
The half-elves ran over and showed the advertisement. The elf read, "...Seats are still available for 400 gp, 1100 gp for front row..." The human gave a tired groan, the elf gave pained cry. But the sorcerer watched them all depart in the direct of the amphitheatre.
Qualzar laughed and laughed and laughed. "Tourist trap!" His adventuring days might be over, but some things would never change. "Classic!"
Deck:22 cards 1 Weapon: Giantbane Dagger +1
5 Spells: Dominate, Blizzard, Life Leech, Wall of Fire, Dimension Leap
2 Armors: Robe of Vision, Robe of Energy Resistance
4 Items: Pearl of Magic, Headband of Alluring Charisma, Mist Horn, Crown of Charisma
5 Allies: Velociraptor, Clockwork Owl, Pyromaniac Mage, Cat, Surgeon
5 Blessings: Blessing of Achaekek, Blessing of Sivanah, Blessing of Abadar, 2 Blessings of PharasmaFeats:Skills:
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [X] +2 [X] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2 [] +3
-- Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
-- Arcane: Charisma +2Powers:
Favored Card: Spell
Hand Size 6 [X] 7 [] 8
Proficient with: Arcane, Mental
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
[X] Reduce Combat damage dealt to you by 2 ([] 3).
[] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.Cards:
Weapons 1 [] 2
Spells 3 [X] 4 [X] 5
Armors 1 [X] 2
Items 2 [X] 3 [X] 4
Allies 4 [X] 5 [] 6
Blessings 4 [X] 5 [] 6Hero points: 7