[ACG] [CaG] Season of the Goblins by redeux (Inactive)

Game Master redeux

Summoned Henchmen:
Charmed Squealy Nord
Spoiler:
Charmed Squealy Nord
Henchman 2
Type: Monster
Traits: Animal
To Defeat: Combat 9 OR Charisma Diplomacy Arcane 11
If evaded or defeated by a non-combat check, display this card next to the scenario.
Zombie Minion
Spoiler:
Zombie Minion
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.
Skeleton
Spoiler:
Skeleton
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits. If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Skinsaw Cultist
Spoiler:
Skinsaw Cultist
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.
Poison Trap
Spoiler:
[spoiler]Poison Trap
Henchman B
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.
GoblinRaider
Spoiler:
Goblin Raider
Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.
Bandit
Spoiler:
Bandit
Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.~If defeated, you may immediately attempt to close this location.
Acquired Shinies (loot):
Turn Order:
1 - Poog/Yewstance 
2 - Aric/VampByDay 
3 - Reepazo/Redelia 
4 - Ak/dinketry

Adventure Deck Number: 2
CHRONICLE SHEETS: Click here


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Box Runner

SEASON OF THE GOBLINS

Everyone knows the tales of those stupid longshanks adventurers from the town of Sandpoint. But have you heard the exploits of the heroic goblins Reta, Poog, Mogmurch, and Chuffy? These names will go down in history (or until we forget them). These brave Licktoad goblins ventured far and wide… well, not too far… and actually kind of close by. They have fought giant creatures and evil longshanks. Their adventures are stuff of legend and awe. Before we tell you of these undertakings, let us pray to Lamashtu and see if she’ll bless us with some mutations or other exciting things.

Nah, let’s just sing.

Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!

DURING THIS ADVENTURE PATH
You gain the Goblin trait.

Wait, I'm Not a Goblin!
Every now and then, you have a strange memory that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Alahazra. It’s almost like everything has been a horrible nightmare ever since you tangled with some cultists of Lamashtu and some awful mutating liquid.

Then you realize you’re just a goblin, writing is scary, Lamashtu is great, and it’s time to set things on fire.

This is the Gameplay thread for our Season of the Goblins playthough. This thread is intended for gameplay (explorations, dice rolls, roleplay, etc). Tactical discussions can be posted here within OOC tags, or in the Discussion thread, and anything not directly related to the game should also go in the Discussion thread.

We still have a few weeks before the event begins, but we will use this time to select characters and get everything set up so that we can hopefully have a smooth start July 9th! Look for more details in the Discussion thread (and/or private messages) from me as we get closer to the start date.

Please "Dot" this post by making a post and then deleting it. This will add the campaign to your "Campaign's page" (here's an example of mine). Once you finalize your character choice, feel free to post as them in this thread. If you are deciding who to play, post in the discussion thread about which characters or decks you are considering


Box Runner

Adventure 2B-1: WE BE GOBLINS!
You are goblins of the Licktoad tribe, living deep in
Brinestump Marsh, south of the hated man-town called
Sandpoint. Once, other goblins tried to burn Sandpoint
down, and they would have been legends if they had succeeded.
But they didn’t bring enough fire, and got themselves killed as
a result.

Yesterday, your tribe discovered that one of your own had
been using forbidden arts and was engaged in one of the
greatest of taboos—writing things down. In fact, rumor holds
that what he was writing was a history of your tribe! There’s
no swifter way to bring about bad luck than stealing words out
of your mind by writing them down, and so your tribe had
no choice. You branded the goblin’s face with letters to punish
him, which is why everyone calls him Scribbleface now, and
then you ran him out of town, took all of his stuff, and burned
down his hut.

That’s where things got interesting, because before you all
burned down his hut, Chief Gutwad found a weird box within
the building. Inside was a map and a lot of fireworks—fireworks
that immediately came to use in burning the hut down. Then,
this morning, Gutwad announced that tonight there would
be a feast in order to drive out any lingering bad luck from
Scribbleface’s poor decisions. But perhaps even more exciting,
all of you have been secretly invited to meet at Chief Gutwad’s
Moot House. Why would the chief want to speak to you? It can
only mean that he’s got an important mission for you all... one
that the other goblins of the tribe couldn’t pull off. This could
be your chance to go down in Licktoad history!

By tradition, His Mighty Girthness Chief Rendwattle Gutwad
does not speak directly to his subjects, so you are shocked when
he addresses you directly in a deep, booming voice.

“You all be heroes. Each of you. You are best Licktoads but for
me. And maybe but for Slorb. That you aren’t fleeing in terror
from mighty sound of my voice is all the proof you should need.
Yet soon, all Licktoad goblins will know your might, for I have
picked you for a dangerous mission. You know about fireworks
and map we found in Scribbleface’s hut. Fireworks were fun.
But map is more fun. It shows a route to a place near the coast
where Scribbleface found fireworks. And it says there are more
fireworks there! I want them for Licktoads. You all go get them
tomorrow. Tonight we have big bonfire to burn bad luck away
from you, and we play many games. Much fun. Tomorrow you
fetch me fireworks. If you meet men, you make them dead. If
you meet dogs, you make them dead. If you meet horses, you
make them dead. If you meet Lotslegs Eat Goblin Babies Many,
you maybe should run. And if you not find fireworks, you not
come back or we feed you to Squealy Nord!”

DURING THIS ADVENTURE:
You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile


Box Runner

Scenario 2B-1A: THE BIG BONFIRE
You and the other goblins toil all afternoon to build a
bonfire out of branches, twigs, and unburnt timbers
taken from the ruins of Scribbleface’s hut. As night
falls, a group of four goblins struggles to carry out the 6-foot
high Teeter Chair, with Chief Gutwad sitting atop, allowing
Chief Gutwad to properly look down on his subjects. The chief
lights the fire with a Desnan candle, signalling the start of an
all-night celebration that features lots of good things to eat
(snails, fish, and snakes) and gives you a chance to enjoy being
a goblin. As the evening continues with feasting and dares, the
chief brings out a barrel of fermenting cider apples and most
goblins get drunk very quickly.
As the evening progresses, word that you are going on a
special quest spreads, and the other goblins begin daring you
to show off your heroics.
What harm could happen?

DURING THIS SCENARIO
When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.

Villain: None
Henchnman: None


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules:

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 1, Poog/Yewstance

Top of Blessing Discard Pile:

Blessing of the Gobs:
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 21
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24
Blessing of Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 26
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 28
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 2 Ba: 10 W: 2 Sp: 2 Ar: 2 I: 2 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

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

Licktoad Camp Card 2:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Licktoad Camp Card 3:
Traitor
Monster B
Traits:
Elite
Human To Acquire:
Combat 11
Before the encounter, discard a random ally from your hand.

Licktoad Camp Card 4:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma~Diplomacy 6
OR Dexterity~Stealth 8
Banish this card to add a random item from the box to your hand.

Licktoad Camp Card 5:
Locked Passage
Barrier B
Traits:
Elite
Lock To Acquire:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 6:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
Wisdom~Survival 9
THEN Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.~If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!~Hard to ride when they get big!~So catch yourself a piggy pup, ~And ride him till the sun comes up!" - Goblin lullaby

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

Licktoad Camp Card 8:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran To Acquire:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

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

Licktoad Camp Card 10:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 11:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 12:
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Licktoad Camp Card 13:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 14:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.~If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Licktoad Camp Card 15:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare To Acquire:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 16:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 17:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 18:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 19:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 20:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 21:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 22:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 23:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Licktoad Camp Card 24:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Please do not start until after midnight your local time


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Opening hand. Will take my turn once the team has their opening hands set. I'll add flavour text with my first proper post.

Small strategy note; I'm a big fan of handing cards off in this game, because it lets you draw more cards (if two people bounce one card back and forth, at least one is effectively getting an extra card draw at their hand reset) and better set up your hands. In a single-location scenario, I plan to make heavy use of it, especially since blessings are more helpful in your hands than mine (because I don't get the heal from Blessing Poog, but you guys both do).

In other words; expect me to hand blessings off at the start of every one of my turns.

Poog wrote:

Hand: Fire Snake, Blessing of the Gobs, Blessing of the Spellbound 2, Blessing of the Gobs 2, Potion of Fortitude,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: What a JUNK hand! My opening hand had no Blessings (favored card type), so I had to discard it and redraw this nonsense. Ugh. Hopefully I get a noncombat check and can throw my Fire Snake plus recharge some blessings at it.

Players at my location feel free to use Potion of Fortitude, or any blessing they feel is helpful! Remember that blessing Poog's checks heals you, so trading blessings back and forth is an advantage.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Flavor Text post only.

"Poog is not scared of any dare! Poog is hero who saved Licktoads from evil wordscribbling! Zarongel told Poog to burn down Scribbleface's hut, and so he did, and then Poog found evil books that proved Scribbleface had been stealing words from our heads all along! So Poog burned them too, just as Zarongel told him to! Poog is hero and will burn your hut too if you don't say he is!"


Deck Handler
Reepazo wrote:

Hand: Cure, Blessing of the Gobs 1, Blessing of the Gobs 2, Burning Snot,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Starting off as Scribbleface/Red Raven

The Red Raven wrote:

Hand: Masque, Potion of Striding, Blessing of the Gobs-A, Thieves' Tools,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards: Signal Whistle, Psychic Detective, Dogslicer,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Surprised you didn't start off as Aric Not-Scribbleface for the +2 starting card hand, then switch at the start of your turn. But then, I suppose there are barriers that summon monsters for all of us, so fair call.

Poog starts his turn.
Poog hands off Blessing of the Gobs to Reepazo.
Poog takes his free exploration.

Licktoad Camp Card 1: Potion of Healing

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

Poog sets aside Fire Snake to use his Divine skill. Fire Snake causes the check to invoke the fire trait, so Poog gets an additional 1d6.
Intelligence/Divine 5: 1d10 + 1 + 1d6 ⇒ (3) + 1 + (2) = 6 -> Potion of Healing acquired.
Poog recharges Blessing of the Spellbound to add a die to his recharge check. The recharge check invokes fire, so another 1d6 is added as well.
Divine 8 (Recharge, Divine, Fire): 2d10 + 1 + 1d6 ⇒ (4, 3) + 1 + (4) = 12 -> Fire Snake recharged.

As the tribe argues over what dares to give the 'heroes', one of the goblins throws a bottle of some looted bright liquid at Poog, either to start a fight or as the setup to a dare. Instead of catching it, though, Poog shows off by striking it mid-air with a jet of flame, causing the liquid - some kind of medicinal alcohol - to explode dramatically, showering the surrounding goblins with shards of glass and licks of flame as they all laugh and shout in joy at the sight, despite the numerous injuries. Poog takes a bow.

"Poog turn watery stuff into fireworks! Poog is definitely greatest goblin ever!"

Poog ends his turn, discarding Potion of Healing.

Poog wrote:

Hand: Magical Child, Blessing of the Gobs 3, Immolate, Blessing of the Gobs 2, Potion of Fortitude,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: I discarded the Potion so we don't end up losing an Item 1 card upgrade. Expect Poog to keep handing blessings off to you guys. Never realised how annoying Blessing of the Gobs was when the card on top of the Blessing discard pile is another Blessing of the Gobs, rendering it unusable.

Anyway, use Poog's Potion of Fortitude or Blessings whenever you need.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules:

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 2, Reepazo/Baerlie

Top of Blessing Discard Pile:

Blessing of Lamashtu:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Remaining: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -70
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -69
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -68
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -67
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card -66
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -65
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -64
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -63
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -62
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -61
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -60
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -59
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -58
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card -57
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -56
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -55
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -54
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -53
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -52
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card -51
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -50
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -49
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -48
Blessing of Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -47
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card -46
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -45
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card -44
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -43
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 2 Ba: 10 W: 2 Sp: 2 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Licktoad Camp Card 2:
Traitor
Monster B
Traits:
Elite
Human To Acquire:
Combat 11
Before the encounter, discard a random ally from your hand.

Licktoad Camp Card 3:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma~Diplomacy 6
OR Dexterity~Stealth 8
Banish this card to add a random item from the box to your hand.

Licktoad Camp Card 4:
Locked Passage
Barrier B
Traits:
Elite
Lock To Acquire:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 5:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
Wisdom~Survival 9
THEN Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.~If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!~Hard to ride when they get big!~So catch yourself a piggy pup, ~And ride him till the sun comes up!" - Goblin lullaby

Licktoad Camp Card 6:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 7:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran To Acquire:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 8:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 9:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 10:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 11:
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Licktoad Camp Card 12:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 13:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.~If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Licktoad Camp Card 14:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare To Acquire:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 15:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 16:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 17:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 18:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 19:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 20:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 21:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 22:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Licktoad Camp Card 23:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin
Poog, Bestest of Zarongel! wrote:

Surprised you didn't start off as Aric Not-Scribbleface for the +2 starting card hand, then switch at the start of your turn. But then, I suppose there are barriers that summon monsters for all of us, so fair call.

Tactical decision. If I start off as you suggested, then turn into a Vigilante, I might end up without having to spend my two cards extra cards and discard them, plus I think I have a funnier intro for Scribbleface


Deck Handler

Reepazo watches Poog throwing things into the bonfire and attempts to do the same when she suddenly sees something glowing in the grass. Reepazo has a closer look and spots a firefly, it's easy for her to catch it.
automatically acquire the blessing (camp card 1)

using Poog's blessing of gobs to explore again
When Reepazo turns around to watch the bonfire again she suddenly steps on the foot of a boy. The boy shouts and Reepazo tries to calm him down.
no ally to discard in my hand, using blessing of the gods that I just acquired and swap it for Blessing of Lamashtu (top blessing), using it to get two additional dice
Combat DC11: 1d8 + 1 + 2d8 ⇒ (8) + 1 + (2, 1) = 12 success

that leaves me with the four original cards in my hand, if I'm not mistaken


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2
Scribbleface/Not-Scribbleface wrote:
Tactical decision. If I start off as you suggested, I might end up without having to spend my two cards extra cards and discard them, plus I think I have a funnier intro for Scribbleface

Isn't your deck primarily allies, and you have a '9' card starting hand before making your kit? It seems easy to get 2 to start, but I suppose we don't need bonus explorations in this scenario.

I'm not sure why you started as Red Raven Scribbleface and then didn't keep a weapon in your opening hand and threw it into your kit; do you have another means of passing combat checks I don't know about?

But I'm certainly looking forward to the flavor!


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

High in a treelimb, overlooking the party, a lone goblin keeps vigilant for a tribe that fears him for what he is. But he must Wow, that bonfire is REALLY big. LOTS of big fire. NO, FOCUS he must keep his distance. For the things he read in those books before his fellow goblins caught on to him were disturbing. Lots of Did poog just blast that bottle into smithereens with a firesnake? That's friggin' awesome. FOCUS, Bad Scribbleface! Lots of things that could hurt the tribe should they come to light. But they won't accept his help directly. So he needs to Oh, sweet, Reepazo just beat up a longshank. FOCUS! He will need to steer them from the shadows like a- Aw screw it, this party looks like too much fun to miss out on.

Scribbleface decends from his tree and as he does he wipes the sribbles from his face and changes back into his 'civilian' identity (also known as puts on a bunch of old ratty clothes.) he also puts away one of his potions and fishes out his dogslicer from his sack.

As totally not scribbleface comes into camp he starts singing.

Changing into Aric/Not-Scribbleface, replacing potion of striding in kit for dogslicer

"Bad writing and scribbles; go!
Me not Scribbleface, no no no
Me just normal Goblin, though. . .
Seriously, if you keep calling me scribbleface, you just might find a dogslicer in your back. Not that I would ever do that. Just sayin:’ I know a guy."

First Explore

Ven Vinder:
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma~Diplomacy 6
OR Dexterity~Stealth 8
Banish this card to add a random item from the box to your hand.

As he approches the bonfire, he sees a random Longshank with a wagon. Not-scribbleface gets out his dogslicer, ready to attack, but the longshank asks if he wants to buy some stuff instead. A little confused, and weary . . .
Diplomacy d10+3: 1d10 + 3 ⇒ (10) + 3 = 13
Not-scribbleface and he start up a conversation and seem to get along pretty well. He instructs weird human to stay on outskirts of camp because other goblins not as friendly.

I'll end my turn here, no sense going crazy with explores just yet. Feel free to use my blessings Poog. Gonna keep Ven in my hand for now, as Aric can recharge him for damage and he is a 1 ally)

Aric wrote:

Hand: Masque, Dogslicer, Blessing of the Gobs-A, Thieves' Tools, Ven Vinder, Blessing of the Gobs-C,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards: Signal Whistle, Psychic Detective, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3

Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules:

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 4, Poog/Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 15
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 24
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 10 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
Locked Passage
Barrier B
Traits:
Elite
Lock To Acquire:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 2:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
Wisdom~Survival 9
THEN Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.~If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!~Hard to ride when they get big!~So catch yourself a piggy pup, ~And ride him till the sun comes up!" - Goblin lullaby

Licktoad Camp Card 3:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 4:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran To Acquire:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 5:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

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

Licktoad Camp Card 7:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 8:
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Licktoad Camp Card 9:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 10:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.~If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Licktoad Camp Card 11:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare To Acquire:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 12:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 13:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 14:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 15:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 16:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 17:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 18:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 19:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Licktoad Camp Card 20:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Poog starts his turn.
Poog hand Blessing of the Gobs over to Not-Scribbleface.

Poog stares suspiciously at the new Goblin. He looks familiar, but at the same time not really familiar. There was a Licktoad goblin that looked like him once, right? And what's the smudged ink on his face? Is that the dreaded Scribbleface back to steal our thoughts!?

"Bad writing and scribbles; go!
Me not Scribbleface, no no no
Me just normal Goblin, though. . .
Seriously, if you keep calling me scribbleface, you just might find a dogslicer in your back. Not that I would ever do that. Just sayin:’ I know a guy."

Oh, phew. Poog was getting the heeby-jeebies, but it's okay, just a normal Goblin. One that appeared to be robbing some lost longshanks, so he's probably good. Zarongel says its fine. Or maybe that's an earwig moving around in there making that noise.

Poog sits for a while, intently trying to dig an insect out of his ear with a nail. He throws an accusatory glare at the nearby Reepazo, who doesn't appear to notice.

Poog takes his free exploration.

Licktoad Camp Card 1: Locked Passage (Barrier)

Barrier encountered, roll a dice for Scenario text.
Scenario Rule: 1d6 ⇒ 4 -> Replaced with The Rusty Earbiter.

The Rusty Earbiter:
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

As soon as Poog drags the squirming tiny beetle-thing from his ear and flicks it away, some of the camp drag out the feared Rusty Earbiter, daring Poog climb through it. Poog puffs out his chest. Zarongel doesn't fear anything, so neither will Poog! Poog ignores the tremblyness in his knees, and prepares to crawl through the awful tunnel of sharp edges and barbed wire.

That's annoying. No armor in hand, 1d4 dexterity... At least you guys have blessings that I've handed you and it doesn't 'cost' you anything to use them., and everyone spending a blessing should definitely pass this. We've got heaps of healing anyway.

Poog discards Blessing of the Gobs to add a die, and chooses to discard the top card of the blessings discard pile (Blessing of Venkelvore), then buries Blessing of the Gobs to acquire and recharge Blessing of Venkelvore.
Not-Scribbleface and Reepazo both discard/bury Blessing of the Gobs, adding a total of 2 more dice (they choose if they want to use the additional effect of it, of course). After the check, they're both healed 1 card.
Dexterity 7: 4d4 ⇒ (1, 2, 1, 1) = 5 -> ...Wow. Failed. Locked Passage is shuffled back into the location deck.
Combat Damage: 1d4 - 2 ⇒ (1) - 2 = -1

Poog takes no combat damage, but discards Magical Girl to Poison damage, then ends his turn.

Poog gets caught up in the wires when he gets distracted by the flames of the bonfire, and he screeches and yowls in pain as he struggles before managing to drag his way free, bleeding. The tribe points and laughs as he sulks and sits down by the bonfire, even hearing Zarongel laughing... or maybe that's just a particularly deep-voiced goblin.

Poog wrote:

Hand: Walking Stick, Tussah Silk Coat, Immolate, Cure, Potion of Fortitude,

Displayed:
Deck: 7 Discard: 2 Buried: 1
Notes: And there's my armor, ugh...

Use my Potion of Fortitude or Cure whenever you need it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Deck Handler

location deck shuffled, new top card is # 1d20 ⇒ 8

Reepazo catches another firefly and puts it in a glass jar.
automatically acquiring blessing of the gobs and since the top card of the blessings pile is another gobs blessing, I can't do anything else...

Reepazo wrote:

Hand: Cure, Blessing of the Gobs (acquired), Blessing of the Gobs 2, Burning Snot,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules:

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 6, Aric/VampByDay

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 15
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 18
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 23
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 10 W: 2 Sp: 2 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.~If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Licktoad Camp Card 2:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 3:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
Wisdom~Survival 9
THEN Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.~If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!~Hard to ride when they get big!~So catch yourself a piggy pup, ~And ride him till the sun comes up!" - Goblin lullaby

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

Licktoad Camp Card 5:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 6:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 7:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 8:
Slashing Blade
Barrier 1
Traits:
Elite
Trap To Acquire:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 9:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran To Acquire:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 10:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 11:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Licktoad Camp Card 12:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

Licktoad Camp Card 14:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare To Acquire:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 15:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 16:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 17:
Locked Passage
Barrier B
Traits:
Elite
Lock To Acquire:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 18:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 19:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Not-Scribbleface sees that Poog gets a nasty cut from the Rusty Earbiter and remembers something he read about how being stabbed by rusty things can lead to something called tent-ness. Not sure what that is, but sounded bad. Need to prevent others from going through rusty earbiter. Maybe if scribbleface made an appearance . . .

Hiding behind a tree, he quickly re-scribbles his face and shirks his baggy clothes. He also looses track of longshanks selling things in wagon, but sure he is okay.

Flip blessing of Torag. Switching back to Scribbleface. Trading out Ven Vinder for Psychic Detective in kit.

As he sneaks up to the camp he stealthfully places his theives' tools in Poog's pocket in case the warcaster encounters the rusty earbiter again.
Hand of Thieves' tools to Poog, Then initial explore.

Shortbow:

Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.~If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

As he sneaks around he sees a Shortbow someone has left on the ground. Someone might trip over it, he'd better steal it put it out of the way for later.
1d10(dex): 1d10 ⇒ 5
He picks it up and slings it over his shoulder and continues on, as he still hasn't found the rusty earbiter.
discard poog's blessing of the gobs to explore again.

Cure:

Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Hmmm, Rusty earbiter seems to have been put away. But in it's place is a scroll with pict-o-grhams that must have slipped out of Poog's pocket. Sribbleface not know much about scrolls. Luckily, weird goblin in mask doing interpretive dance around fire about how Poog talks to Zarongel. Scribbleface watches for a while and tries to figure out how to deal with magic scrolls.

Recharging Masque to use Poog's Divine Skill to pick up Cure.

d10+2(Poog's Divine Skill): 1d10 + 2 ⇒ (5) + 2 = 7

Scribbleface learns appropriate way to pick up scrolls is to NOT tear them to pieces and cover them in bug guts, which was Scribbleface's first guess. Learn something new everyday. Scribbleface picks up scroll and gently tucks away for giving back to poog later. Then, hoping no goblins have seen him, slips back into the shadows. As he tries, though, his new shortbow gets tangled around him, so he tosses it into the bushes where he might get it later . . . if he cares.

Ending turn, resetting hand, discarding Shortbow

The Red Raven wrote:

Hand: Cure, Dogslicer, Blessing of the Gobs-A, Psychic Detective,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes:
Sideboard cards: Signal Whistle, Ven Vinder, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules:

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 7, Poog/Yewstance

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 13
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 17
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 22
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 10 W: 1 Sp: 1 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom~Survival 9
THEN Combat 18
If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.~If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!~Hard to ride when they get big!~So catch yourself a piggy pup, ~And ride him till the sun comes up!" - Goblin lullaby

Licktoad Camp Card 2:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 3:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 4:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 5:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 6:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 7:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 8:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 9:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Licktoad Camp Card 10:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Licktoad Camp Card 11:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 12:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 13:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 14:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 15:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 16:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 17:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Thanks for the Tools, not-Scribbleface! Nice turn!

Poog starts his turn.
Poog hands off Potion of Fortitude to Scribbleface.
If you don't want it filling your hand, feel free to hand it back as soon as your turn begins! As mentioned earlier, I just like handing cards back and forth so that more get to be drawn.

Poog takes his free exploration.

Licktoad Camp Card 1: Dance With Squealy Nord
Barrier encountered, roll a dice for Scenario text.
Scenario Rule: 1d6 ⇒ 3 -> Replaced with Hide or Get Clubbed.

Hide or Get Clubbed:
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.

Both the first and second barriers of the scenario went to Poog, the worst suited. Plus, they both randomly turned into the Dexterity/Stealth barriers, which Poog is even less suited to.
Thank you so much, Scribbleface! Poog discards Thieves' Tools to defeat the barrier, and Dance With Squealy Nord is displayed next to Poog for the scenario power.

Poog thinks he saw goblin Scribbleface back from his banishment for a second, and stands up, looking around wide-eyed, holding his head so that the thoughts cannot be snatched from it! He hears some twigs snapping and jumps, running off to hide; unwittingly a potion hanging from his belt in the process.

He hides under a log, which some other goblins quickly think is a game, trying to club Poog as he tries to crawl further in. He pokes the other goblins with some sharp needly metal-sticks he found in his pocket. Dunno how they got there, but the other Goblins yelp and run when he pokes them enough, and he crawls out from his hidey-hole triumphantly! Poog forgot what he was hiding from in the first place!

Poog explores his location from defeating Hide or Get Clubbed.

Licktoad Camp Card 2: Magic Half-Plate

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

Constitution 4: 1d8 ⇒ 6 -> Magic Half-Plate acquired.

As Poog crawls from his hidey-hold under a log, he notices some weird metal bits sticking out of the ground. They look shiny, so he digs it out and finds what looks like some kinda magical metal shirt! It's heavy, though, so he buries it in the dirt again for him to return to later.

Poog ends his turn, discarding Magic Half-Plate and Walking Stick.

Poog wrote:

Hand: Tussah Silk Coat, Immolate, Cure, Blessing of the Spellbound 2, Dogfinder,

Displayed: Dance With Squealy Nord,
Deck: 6 Discard: 5 Buried: 1
Notes: I had forgotten the location power, incidentally. Should've buried my Magical Child for the barrier I encountered last turn.

Players feel free to use my Blessing of the Spellbound if needed.

As mentioned, you can hand the Potion back if you want, Scribbleface, or keep it. I'm planning on using Dogfinder as soon as my next turn starts to draw 1d4+1 cards from my discard pile, though, to hopefully redraw Thieves' Tools.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules: Barriers displayed:
Poog- 1
Reepazo - 0
Definitely not Scribbleface - 0

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 8, Reepazo/Baerlie

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 12
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 16
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 21
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 9 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

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

Licktoad Camp Card 3:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 4:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 5:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 6:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

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

Licktoad Camp Card 8:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

Licktoad Camp Card 10:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 11:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 12:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 13:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 14:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 15:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

I will keep track of barriers displayed in the "additional rules" section of the game update. You're also welcome to track these as displayed on your deck tracker as a double check because it will impact the scenario rewards


construct of the GM/BR

gears screeching

Reepazo's turn

"Poog, why you hide so good? Don't you like getting clubbed real good?" Says the bug lady.

She looks around the Licktoad camp and finds a piece of paper with scribbles on it Treasure map/barrier

Is it really a treasure map?: 1d6 ⇒ 6 it is!

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

display BotGobs to active bug form
DC 6 survival: 2d6 + 3 ⇒ (4, 4) + 3 = 11 defeated and displayed

"Guys, Guys! Look, look! big picture of shinies here! Where is it?" says Reepazo. She can't read, but she understands the markings of treasure. She immediately runs around until she finds herself outside of a passageway
recharge BotGobs to disable bugform
examine top card of location deck. Another barrier.

"Look, look, I think maybe we go through this passage way we'll find the shinies!!" She really has no idea, but the idea of shinies is overwhelming

Ending turn here, we're good on time so would rather save the blessings for checks

Reepazo wrote:

Hand: Cure, Turtle, Blessing of the Gobs 2, Burning Snot,

Displayed: Treasure Map (for rewards),
Deck: 9 Discard: 1 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears screech to a stop


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules: Barriers displayed:
Poog- 1
Reepazo - 1
Definitely not Scribbleface - 0

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 9, Aric/VampByDay

Top of Blessing Discard Pile:

Blessing of the Gods:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 11
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 15
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 20
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 8 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1 (Trapped Passageway):
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Licktoad Camp Card 2:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Licktoad Camp Card 3:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 4:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 5:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

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

Licktoad Camp Card 7:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Licktoad Camp Card 8:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Licktoad Camp Card 9:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 10:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 11:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 12:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Licktoad Camp Card 13:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 14:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Time marches on, blessing of Gods top card
Scribbleface hides in the shadows and stealthfully places the cure scroll into Reepazo's pocket. Too many other goblins around Poog right now, he can't get close. Reepazo will probably give back to Poog. Maybe.

After that, he tries to sneak up to this weird passageway that Reepazo found near the camp.

Explore. Trapped passageway, but is it really?
Roll for barriers: 1d6 ⇒ 6

Scribbleface was afraid that Reepazo had mistaken passageway for Eat bag of slugs real quick or something like that, but no, really is passageway. Scribbleface looks at the sign set up that reads:

"Steve's Trap emporium showroom floor, showing off all our traps!"

Oh no! passageway just old showroom for traps. Goblins don't know, and could get hurt. But maybe if they see Scribbleface go into it, they think passageway infected by his bad luck and will leave it alone. Worth try.

"OH no! Goblins find Scribbleface new home! Oh woe is me! I must RETREAT into my new home full of WRITING and . . . uh, STUFF!" Scribbleface shouts to the assembled goblins and dashes inside.

Using Blessing of the Gobs to boost my check
1d10(dex)+1d10(BotGobs)+2(Acrobatics): 2d10 + 2 ⇒ (6, 4) + 2 = 12
Barrier Defeated, displayed. Bury BotGobs to acquire and recharge BotGods. Free explore.

As Scribbleface expertly dodges through the old trap-filled hallway and comes out clean on the other side.

Encounter Ambush, but is it really?
Roll for Barrier: 1d6 ⇒ 6
Yes it is.
His ruse, however, has worked too well. And there are Goblins waiting to ambush him on the other side of the passageway with clubs. Hmm, going around the passageway, he hadn't considered that . . .
Recharging Psychic Detective to add d6 to a perception check
d8(wisdom)+d6(Psychic Detective)+2(Perception skill) vs. DC 9+1: 1d8 + 1d6 + 2 ⇒ (6) + (1) + 2 = 9

Succeed. Barrier Displayed. Free Explore. Slashing blade, but is it really?

Roll for Barrier: 1d6 ⇒ 1
Nope, Eat Fermented Apples.

As he starts running away from the ambush that he just barely noticed with the help of his psychic friend who helped teach him how to read, he notices that they start pelting him with fermented apples. He quickly downs the potion of Poog's that he 'rescued' from falling out of Poog's pouch (Poog probably won't mind) and turns around and starts eating the disgusting apples, confident the potion will take care of all the food poi-song-ing that he would have got (whatever that is.)

Banish Poog's potion to succeed on fortitude check, Barrier Displayed.

Tired, Scribbleface sits down to rest in the brush after the Goblins run off to find something other than rotten apples to pelt Scribbleface with.

Rest, reset hand. Sorry, I made a mistake earlier where I thought I failed the ambush and saw some of the upcoming cards(I typed in 1d8+1d6+1 instead of +2), so the GM may want to re-shuffle the deck. I honestly didn't see too much and don't remember much, but it is your call. I apologize for the inconvenience. Fixed now.

The Red Raven wrote:

Hand: Dogslicer, Mask of the Red Raven, Stalking Armor, Sickle,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes:
Sideboard cards: Signal Whistle, Ven Vinder-Location, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Edit: sorry, screwed up. Missed that the DC of the check was 10, not 9. In that case I didn’t beat the ambush barrier, and didn’t encounter the slashing blades eat fermented apples. Instead ambush reveals Specter, which I can’t beat. I’ll discard dogslicer to fight it.

against Specter DC 11: 1d10 + 2d6 + 3 - 3 ⇒ (10) + (1, 4) + 3 - 3 = 15

I beat it, but it is undefeated because I don’t have magic. Location deck needs to be shuffled. That’ll teach me to post in a hurry right before work.

To recap: Did NOT defeat ambush (but it is banished), did NOT encounter slashing blades, beat but did NOT banish Specter.

The Red Raven wrote:

Hand: Potion of Fortitude, Mask of the Red Raven, Stalking Armor, Sickle,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes:
Sideboard cards: Signal Whistle, Ven Vinder-Location, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Shame I didn't have my Magical Child in hand. I chose it as one of my basic allies specifically because of the annoying incorporeal enemies in Rise of the Runelords, since it can be recharged to add the magic trait to any check.
I'm sorry I didn't think of that more closely, or I might have used Dogfinder before my turn so I may have drawn it from my discard pile so it could've been used. I was waiting since my Blessing of the Spellbound may have been discarded to help someone's check before I used it.

Just to clarify from the flavor; Scribbleface handed Cure to Reepazo.

Poog starts his turn.
Blessing of Lamashtu discarded from the blessings deck.
Poog banishes Dogfinder to draw 1d4+1 random cards from his discard pile into his hand.

Dogfinder: 1d4 + 1 ⇒ (1) + 1 = 2 -> Poog randomly draws Thieves' Tools and Walking Stick from his discard pile into his hand.
Poog hands off Walking Stick to Scribbleface. (It's not a finesse weapon; but I guess it's better than you being weaponless for a turn?)

Walking Stick:
Traits
Staff
Melee
Bludgeoning
Basic

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add another 1d6.

At the end of your turn, recharge this card to move.

Poog jumps up when he hears the dreaded cry of Scribbeface, and whacks nearby goblins with his stick, driving them in front of him and forming them into a mob to beat up Scribbleface and teach him for coming back to Licktoad Camp!

Scribbleface finally runs, and Poog cheers with the rest of the tribe after he runs away. Poog tries to burn down Scribbleface's new hut, but the rock doesn't burn and Poog stamps his foot on the ground in annoyance as the other Goblins jeer and boo at the paltry attempt.

"Quiet or I stab you all then burn your huts too!" Poog yells, but they just jeer harder, laughing.

"Poog couldn't even burn one of Reepazo's bugs!" One of the goblins taunts, apparently forgetting that Poog had burned down Scribbleface's original hut just fine. Poog stamps and whacks the goblin on the head with his stick a few times, before throwing the stick away.

Poog takes his free exploration. The deck was shuffled, so rolling a die.

Licktoad Camp Card #: 1d12 + 2 ⇒ (3) + 2 = 5
Licktoad Camp Card 5: Trapped Passageway -> Barrier, rolling for Scenario rule.
Scenario Rule: 1d6 ⇒ 2 -> Poog encounters Eat a Bag of Slugs Real Quick.

Eat a Bag of Slugs Real Quick:
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.

There's quite a few ways to approach this...
I auto-defeat the entire barrier with Thieves' Tools (though I want to hang onto them).
I pass my check with Potion of Fortitude, then hand the second check to Reepazo. She has no bugform up (and isn't 'encountering' a card), but it invokes Vermin so that's 2d6.
Or I utilize blessings, since my Constitution is a decent 1d8...

I'm about to Cure myself, and 2d8 and 2d6 still have chances of failure, so I think I'll go with the least risky and resource-intensive play.
Poog sets aside Thieves' Tools to defeat Eat a Bag of Slugs Real Quick. Trapped Passageway displayed.
Poog auto-fails the Disable check and discards Thieves' Tools. Eat a Bag of Slugs Real Quick is defeated, and Poog chooses to recharge Thieves' Tools from his discard pile with its power.

The mob of goblins continued to taunt and insult Poog, so he says he'll prove himself best goblin in traditional tribal way! Some of them shout with glee and rapidly go to fetch one of the ceremonial sack of bugs from Reepazo's hut and brings them to the traditional rock where Poog must sit and eat them all double-quick!

Poog finds the sharp stabby-tools again, and uses them to spear the bugs and start shoveling them into his mouth fearlessly, munching on the crawly-bugs until they were not-crawly bugs and gulping them down by the mouthful. Jokes on them! Poog good at mashing bugs either with boot, stick or teeth! Zarongel loves to munch and destroy and eat and so Poog does too!

With a great burp, Poog finally finishes the bag in record time, to the awe and cheer of the surrounding goblins. Poog grins, trying to stand up... then sits again. His belly feels funny and all creepy-crawly and stuffed... urp. Poog better make sure himself healthy. He doctor, after all.

Poog reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Poog shuffles his discard pile (Potion of Healing, Magical Child, Magic Half-Plate) into his deck.
Poog does not attempt the check to recharge, discarding Cure.
Poog ends his turn and resets his hand.

Poog doctors himself good, stabbing his leg just enough for bad-feeling to flow away with his blood, then uses goblin magic to heal the wound again. Poog so smart!

Poog wrote:

Hand: Tussah Silk Coat, Immolate, Blessing of the Spellbound 2, Potion of Healing, Flybreath,

Displayed: Dance With Squealy Nord, Trapped Passageway,
Deck: 7 Discard: 1 Buried: 1
Notes: Players feel free to use my Blessing of the Spellbound if needed.

As mentioned, you can hand the Potion back if you want, Scribbleface, or keep it. Once anyone comes across a Fortitude check (like 2 of the summoned barriers provoke) that they can't easily pass, just use it no matter who is carrying it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Correction, since it doesn't impact my turn; Poog hands Blessing of the Spellbound to Scribbleface (not Walking Stick), and discards Walking Stick at the end of turn.

Poog wrote:

Hand: Tussah Silk Coat, Immolate, Potion of Healing, Flybreath, Thieves' Tools,

Displayed: Dance With Squealy Nord, Trapped Passageway,
Deck: 7 Discard: 2 Buried: 1
Notes: As mentioned, you can hand the Potion back if you want, Scribbleface, or keep it. Once anyone comes across a Fortitude check (like 2 of the summoned barriers provoke) that they can't easily pass, just use it no matter who is carrying it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


construct of the GM/BR

gears shifting

Reepazo's turn. I have shuffled deck before this update.

Reepazo explores and finds a Locked Passage.
is it really?: 1d6 ⇒ 1 nope

Eat the Fermented Apples:

Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.

she displays cure for bug form
Eat The Fermented Apple DC 8 cons: 2d6 ⇒ (3, 5) = 8 defeated/displayed

Reepazo eats the fermented apple real good. She then rests

Bug form is still active

Reepazo wrote:

Hand: Cure, Turtle, Blessing of the Gobs 2, Burning Snot,

Displayed: Treasure Map (for rewards), Cure 2 (from Scribbleface),
Deck: 9 Discard: 1 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

gears stop


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules: Barriers displayed:
Poog- 2
Reepazo - 2
Definitely not Scribbleface - 1

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 11, Reepazo/Baerlie, turn number 3 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

Blessing of Lamashtu:
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 9
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 13
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

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

Licktoad Camp Card 2:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

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

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

Licktoad Camp Card 5:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 6:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Licktoad Camp Card 8:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Licktoad Camp Card 9:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Time marches on, Flip blessing of the gods.

Hmmm, after hiding from ghosts and other Goblins, Scribbleface decides to sneak back to camp as Poog tries to burn down the old Trap showroom.

Free Explore-Slashing blades Trap, but is it really?
1d6 ⇒ 1

On his way out, Scribbleface spots an open bag of moldy apples. Probably the only food he'll get all night as it doesn't look like he'll be able to party as Not-Scribbleface. He pours the potion he 'borrowed' from Poog as sauce on top of apples and eats them, then takes off.

Banish potion of Fortitude to banish barrier, Slashing blades displayed. End turn.

The Red Raven wrote:

Hand: Blessings of the spellbound-Poog, Mask of the Red Raven, Stalking Armor, Sickle,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes: Feel free to use my Blessing of the Spellbound, especially Poog as it will heal a card. Double especially if that check has the divine trait, as it will let me recharge it AND heal a card.
Sideboard cards: Signal Whistle, Ven Vinder-Location, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules: Barriers displayed:
Poog- 2
Reepazo - 2
Definitely not Scribbleface - 2

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 13, Poog/Yewstance, turn number 2 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

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

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 7
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 11
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

Licktoad Camp Card 1:
The Rusty Earbiter
Barrier 1
Traits:
Obstacle
Task
Dare
To Defeat:
Dexterity~Stealth 7
OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Licktoad Camp Card 2:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Licktoad Camp Card 3:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Licktoad Camp Card 4:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.

Licktoad Camp Card 5:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

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

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

Licktoad Camp Card 8:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Poog starts his turn.
Poog hands off Potion of Healing to Scribbleface. (You can switch it with a card from your kit if you choose to wipe the scribbles off, so it's kind of a bonus draw? Otherwise, just discard it at the end of your turn; I'd like to keep the Item 1 around.)
Poog takes his free exploration.

Poog seems to keep misplacing things. Or other goblins are thieves who wanna steal his precious fluids! He'll show them...

Licktoad Camp Card 1: The Rusty Earbiter (Bug?) -> Barrier found, replacement power?
Scenario Power: 1d6 ⇒ 4 -> Poog encounters The Rusy Earbiter anyway!

The Rusty Earbiter:
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Poog yelps as The Rusty Earbiter is dragged out again, a small mob forming around him, pushing him in with cheers of "Hero! Hero!". Poog sucks in his fear and begins to crawl; the barbed wire and razor blades catch on his cloak and tear through a lot of the cloth, but he makes it out without any serious injury this time, and he stands in celebration as the goblins cheer...and run to find him some new clothes as his current rags fall off him.

Poog buries Tussah Silk Coat to defeat The Rusty Earbiter.
Poog discards Flybreath to explore his location... then gets hungry and decides to eat it, banishing Flybreath and drawing a card (Blessing of the Spellbound).

Licktoad Camp Card 2: Strength

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

Divine 6: 1d10 + 2 ⇒ (2) + 2 = 4 -> Failed, Strength Banished.

Poog has his pet Flybreath bounce up to him as he dances in celebration, croaking for attention. Poog picks him up and dances with the frog raised, giving its back a couple of licks as he dances faster, having more fun than ever!

Then licks again. And again. Then decides that Zarongel wants him to eat it, given the licks were just tangy and tingly enough to taste good, so he just gulps down Flybreath entirely in his celebratory haze in a single, tremendous gulp, licking his lips with a grin. Poog grins and dances, before feeling very, very odd, and has to go lay down, staring wide-eyed up at the stars, colours and textures seeming to blur together as he moves his head. He heard the voice of Zarongel fill his ears and headdd. Woooooooow.

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

Poog wrote:

Hand: Blessing of the Spellbound, Immolate, Torch, Fire Snake, Thieves' Tools,

Displayed: Dance With Squealy Nord, Trapped Passageway,
Deck: 4 Discard: 2 Buried: 2
Notes: Finally drew Fire Snake! Poog is very well suited to dealing with everything remaining between Fire Snake, Thieves' Tools and Immolate.

Scribbleface won't be able to defeat the Spectre, but we've got plenty of time left and are almost through the deck.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


construct of the GM/BR

gears shifting
Reepazo flips BoShelyn and looks around the camp. She finds a pair of caltrops.

Caltrops DC 4 dex: 1d12 + 1d6 ⇒ (11) + (6) = 17 acquired
recharge Cure to disable bug form
She finds some spikey things, maybe useful to kill longshanks.

Reepazo uses Blessing of the Gobs to explore she finds a treasure chest
is it really?: 1d6 ⇒ 1 nope
But when she gets to the treasure chest Poog dares her to eat some fermented apples

Eat the Fermented Apples:

Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.

display Burning Snot to activate Bug form
Eat Fermented Apples: 1d12 + 1d6 ⇒ (5) + (2) = 7 failed
The fermented apples don't sit well with her. recharge Turtle and Caltrops.

Reepazo wrote:

Hand: Cure, Alchemist's Fire, Reformarium Servant, Dogslicer,

Displayed: Treasure Map (for rewards), Burning Snot,
Deck: 7 Discard: 2 Buried: 1
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card


bug form still active

gears screech to a stop


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
• When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
• When you defeat a barrier and would banish it, display it next to your character deck instead.
• To win this scenario, close the location Licktoad Camp.
Additional Rules: Barriers displayed:
Poog- 3
Reepazo - 2
Definitely not Scribbleface - 2

Eat the Fermented Apples:
Eat the Fermented Apples
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Barrier 1
Traits: Task Vermin Dare
To Defeat: Constitution~Fortitude 5 THEN Constitution~Fortitude 5
If undefeated, bury the top card of your deck.~If defeated, recharge a card from your discard pile.
Hide or Get Clubbed:
Hide or Get Clubbed
Barrier 1
Traits: Skirmish Task Dare
To Defeat: Dexterity~Stealth 8
If undefeated, you are dealt 1d4-1 Combat damage.~If defeated, you may explore your location.
The Rusty Earbiter:
The Rusty Earbiter
Barrier 1
Traits: Obstacle Task Dare
To Defeat: Dexterity~Stealth 7 OR Bury an Armor
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

Turn: 15, Aric/VampByDay, turn number 1 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

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

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 5
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to nya check.~Bury this card to add 2 dice to any check to defeat a monster.~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.
Spoiler:
Blessings Deck Card 9
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Bark Breaker
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom~Divine 11
OR Reveal 5 cards
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.~Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.~After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 6 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None

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

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

Licktoad Camp Card 3:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Licktoad Camp Card 4:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Licktoad Camp Card 5:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, add 1d4 random weapons from the box to your hand.~If undefeated, you may banish this barrier.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Scribbleface continues to make his way back to camp stealthfully, in the shadows.
Time marches on, flip Blessing of Saranrae from the blessing's deck.

Knowing that the ghostly specter might still be around, and also not wanting to be caught by other goblins, Scribbleface is extra cautious moving around and making sure to check where he is going. Scribbleface prays that Poog will have all the magic-ey stuff to deal with specters.

Pass Blessing of the Spellbound back to poog. Finally remember to use this power. Declare movement step. Don't move. Examine Top card of Location deck. Guide revealed. Use free explore.

Guide:

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

Poog sees that Vin Vender is talking to ANOTHER longshank. Why so many longshank come to goblin bonfire? What up with that?

Scribbleface Tugs on face mask tight and moves up to longshank. He offers a potion in exchange for not bothering Goblins during during celebration.

Reveal Mask of the Red Raven and Bury Potion of healing to add 1d8+adventure deck number (1) to my measly 1d4 diplomacy check. DC 6
1d4(no diplomacy)+1d8(Mask of Red Raven)+1(Adventure deck number: 1d4 + 1d8 + 1 ⇒ (3) + (6) + 1 = 10 SUCCESS

Stupid Longshanks decides to follow Scribbleface around for the night in exchange for potion. Scribbleface say no to do, but Longshanks talks about 'on-or' or something and insist. Scribbleface says to stay by Vin Vender and maybe Scribbleface come back if need longshanks.

End Turn

The Red Raven wrote:

Hand: Guide-From Location, Mask of the Red Raven, Stalking Armor, Sickle,

Displayed:
Deck: 12 Discard: 3 Buried: 2
Notes:
Sideboard cards: Signal Whistle, Ven Vinder-Location, Potion of Striding,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Off turn: Poog accepts Blessing of the Spellbound back from Scribbleface.
Nice use of the Potion and Mask, by the way. Glad I could hand it off to someone who could make use of it without banishing it. You were actually under the Blessing of Irori, not Sarenrae, though. No difference, however.

Poog starts his turn.
Blessing of Sarenrae discarded from the blessings deck.
Poog takes his free exploration.

Licktoad Camp Card 2: Heavy Crossbow

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

Poog wakes up from his dizzy-nap, wide awake and alert again, feeling better than ever. He even finds some stupid string-and-wood tool mechananicamajig thing and throws it into the bonfire, making him feel even better as it twangs and burns!

Poog does not attempt the check to acquire.
Poog buries Torch to explore again.

Licktoad Camp Card 3: Spectre

Spectre:
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

Poog sets aside Immolate for combat. Immolate causes the check to invoke the fire trait, so Poog gets an additional 1d6.
Combat 11: 1d10 + 2 + 2d4 + 1d6 ⇒ (9) + 2 + (2, 4) + (1) = 18 -> Spectre Defeated.
Divine 8 (Recharge, Divine, Fire): 1d10 + 2 + 1d6 ⇒ (10) + 2 + (4) = 16 -> Immolate recharged.

Poog shrieks as the mechanimajig makes a loud wailing, whining sound. A ghost was in the mechanimajic!? Poog makes the bonfire burn hotter with Zarongel's fury to drive out any ghosts from the evil mechanical thing!

Poog discards Blessing of the Spellbound to explore again.

Licktoad Camp Card 4: Magic Leather Armor

Magic Leather Armor:
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Constitution 2: 1d8 ⇒ 3 -> Magic leather Armor acquired.

Poog dances away, whooping, having saved the tribe from evil ghost now! Such a hero! The rest of the goblins seem unimpressed, though, but he goes and gets his hero-clothes from his tribe, a nice big of scrappy magic leather.

There's a barrier left, and I've got both Thieves' Tools and Fire Snake. May as well finish this off. Poog discards another Blessing of the Spellbound to explore again.

Licktoad Camp Card 5: Large Chest -> Barrier, roll for scenario power.
Scenario Power: 1d6 ⇒ 1 -> Replaced with Eat the Fermented Apples.

Eat the Fermented Apples:
Barrier 1
Traits: Task Dare
To Defeat: Constitution~Fortitude 8
If undefeated, recharge 2 random cards.

Alright, well... Poog can auto-defeat this with Thieves' Tools or Fire Snake. But I'll leave it up to Scribbleface to decide if I should.
We have literally half the turns left, and every time we fail we just put the chest back into the deck, so that's, what, 14 attempts to roll 5-6 on a 1d6 to encounter the chest? Then opening it is trivial? If Scribbleface/Not-Scribbleface wants weapon upgrades, especially since I believe we get a bonus deck upgrade this scenario, we may as well keep trying until we draw the 1d4 weapons from the chest.

If Scribbleface wants to end the game, then Poog discards Thieves' Tools to defeat the barrier and end the game.
If he wants to go for the bonus weapons, we'll just keep trying. Maybe the GM will take pity on us and let us assume we just open the chest anyway given we have 14 turns to literally take care of that 1 barrier, with a 33% chance of encountering it each time. Or one of us can just bot 14 turns in a row until the chest is opened, rather than spending forever on play by post.

Too much effort, too gamey.
Poog discards Thieves' Tools to defeat Eat the Fermented Apples. Licktoad Camp is closed, so Poog attempts to close it via a Diplomacy check.
Poog sets aside Fire Snake to use his Divine skill. Fire Snake causes the check to invoke the fire trait, so Poog gets an additional 1d6.

Diplomacy/Divine 6: 1d10 + 1 + 1d6 ⇒ (10) + 1 + (3) = 14 -> Licktoad Camp closed. Scenario over!
Divine 8 (Recharge, Divine, Fire): 1d10 + 1 + 1d6 ⇒ (8) + 1 + (1) = 10 -> Fire Snake recharged.

Poog is dared once more, this time to eat fermented apples. Poog sticks his tongue out - fruit's not nearly as good as crawly bugs, but he gets his stabby-implements and uses them as cutlery as he bravely eats the mass of old fruit. Zarongel's not scared of some tiny mold - goblin much stronger than little mold bits!

Poog wrote:

Hand: Magic Leather Armor,

Displayed: Dance With Squealy Nord, Trapped Passageway,
Deck: 6 Discard: 5 Buried: 3
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Box Runner

Development:
The other goblins are amazed with your heroics and you are
presented with many gifts! The feasting and party goes late
into the night, but you are expected to set off into Brinestump
Marsh the next morning, lingering sickness from the previous
night’s party or not.

REWARD
Characters completing the first scenario at their tier gain one skill feat.

For each barrier displayed next to a character, that character may choose weapon, armor, item, or ally and add
a card of that type from the game box to the cards acquired during this scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.
For the rest of the Season of the Goblins, each character may temporarily replace 1 of his cards with a promo
card of the same type from the following list: the weapon Horsechopper +1; the spell Fire Sneeze; the armors
Goblin Plate +1 or Sweet Dragon Costume. At the end of each scenario, return the promo card.

Deck Upgrades so Far, before your rewards get added in
Guide (Ally B)
Ven Vinder (Ally 1)

Magic Leather Armor (Armor B)
Magic Half-Plate (Armor B)

Blessing of Lamashtu (Blessing 1)
Blessing of the Gobs (Blessing B)
Blessing of Venkelvore (Blessing 1)
Blessing of the Gods (Blessing B)

Potion of Healing (Item 1)
Caltrops (Item B)

Shortbow (Weapon B)


Box Runner

Per Hangouts, Poog(4) and Scribble Face(2) want to use their 6 displayed barriers until they get 2 weapon1's and 2 item1's

Greataxe:

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

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

Weapon B
Traits: 2-Handed Elite Firearm Piercing Ranged
To Acquire: Dexterity~Ranged~Craft 4
For your combat check, discard this card to use your Dexterity or Ranged skill + 2d6. Then roll 1d6, or 1d12 if proficient with weapons. On 1-2, bury this card; on 5 or more, shuffle it into your deck.~Bury this card to add 2d6 to a combat check by a character at another location.
Dogslicer +1:

Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Shock Longbow +1:

Weapon B
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity~Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Mace:

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

Will need selection from Bug Lady. I show she has 2 barriers displayed.


Box Runner

bug lady picks. I'll post the full deck upgrade list in discussion tab

Longsword:

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

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


Box Runner

2B-1B: INTO BRINESTUMP
You are brought before the chief again at dawn, whereupon
he instructs you to “Get fireworks and bring them here
to me.” Failing will get you fed to Squealy Nord, so you
better succeed!

The journey to the fireworks stash is relatively short—a slog
not quite a mile long through the swamp along the creek’s
southern bank. The journey takes only an hour. The marsh itself
is relatively difficult to navigate, with numerous stretches of deep
water that must be skirted and thick tangles of stinging nettles,
but you really should worry about the giant spider known as
Lotslegs Eat Many Goblin Babies, or often simply “Lotslegs”.

Lotslegs has dwelt in central Brinestump for years, but only
recently has she grown large enough to become a legitimate threat
to the Licktoad goblins. The spider often lurks along creeks and
other well-traveled routes, and her growing taste for goblins has
evolved beyond eating goblin young. At about the halfway point
on your journey, you stumble directly into Lotslegs’ territory. The
spider herself is a web-spinning spider that lurks in the treetops,
climbing down to attack unwary goblins who pass under her
ambush.

Did you just hear something in the trees above?

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.
• The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Additional Rules:

Bandit:

Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.~If defeated, you may immediately attempt to close this location.

Turn: 0, Aric/VampByDay, turn number 1 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 0

[b]Blessings Deck

Blessings Deck Cards/Turn Order:

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Woods Card 1:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity~Acrobatics~Constitution~Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Woods Card 2:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Woods Card 3:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Woods Card 4:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 5:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

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

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

Woods Card 9:
Lotslegs
Villain 1
Type: Monster
Traits:
Vermin
To Defeat:
Combat 14
OR Stealth 11
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.~After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 10:
Lamashtu's Bauble
Item P
Traits:
Accessory
Magic To Acquire:

Display this card next to your deck. While displayed, you gain the Goblin trait. While displayed, add 1d4 to your checks against cards that have the Goblin trait. While displayed, when you defeat a bane that has the Goblin trait, you may recharge a random card from your discard pile.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

The Old Light Card 2:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

The Old Light Card 3:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

The Old Light Card 4:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

The Old Light Card 5:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.~Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.~If you do not have either the Arcane or Divine Skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose, ~In with all the snot it goes. ~When you s ee a horse's knees, ~Roast them right with burning sneeze!" - Goblin Wizarding song

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

The Old Light Card 7:
Horsechopper
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength~Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

The Old Light Card 8:
Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

The Old Light Card 9:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The Old Light Card 10:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Warrens Card 2:
Hand Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Warrens Card 3:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Warrens Card 4:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Warrens Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Warrens Card 6:
Toad
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom~Survival~Intelligence~Arcane 7
Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

Warrens Card 7:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Warrens Card 9:
Alchemist's Fire
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged To Acquire:
Intelligence~Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Warrens Card 10:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.~Damage dealt by the Bunyip may not be reduced.
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Treacherous Cave Card 3:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Treacherous Cave Card 5:
Poisoned Sand Tube
Weapon B
Traits:
Alchemical
Blowgun
Elite
Poison
Ranged To Acquire:
Intelligence~Craft~Knowledge~Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Treacherous Cave Card 6:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Treacherous Cave Card 7:
Potion of Vision
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Treacherous Cave Card 8:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

Treacherous Cave Card 10:
Potion of Fortitude
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to automatically succeed at a Fortitude check.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Garrison Card 2:
Buckler
Armor B
Traits:
Basic
Shield To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Garrison Card 3:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.

Garrison Card 4:
Swordbreaker
Weapon B
Traits:
Finesse
Knife
Melee
Slashing
Veteran To Acquire:
Strength~Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4-1; you may additionally discard this card to add another 1d4+1.~Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Garrison Card 5:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 6:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 7:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Garrison Card 8:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Garrison Card 9:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Garrison Card 10:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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

Guard Tower Card 2:
Reformarium Servant
Ally B
Traits:
Basic
Goblin
Hireling
Spy To Acquire:
Charisma~Diplomacy 8
OR Discard a card
Reveal this card and discard another card to add 1d4 to your check.~Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire.

Guard Tower Card 3:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Guard Tower Card 5:
Torch
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength~Intelligence~Wisdom 4
For your combat check, reveal this card to use your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.~Bury this card to explore your location.

Guard Tower Card 6:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Guard Tower Card 7:
Buckler Gun
Armor B
Traits:
Elite
Firearm
Shield To Acquire:
Dexterity~Ranged 5
THEN Constitution~Fortitude 5
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Piercing and Ranged traits; this counts as playing a weapon instead of an armor.~Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Guard Tower Card 8:
Potion of Healing
Item 1
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Guard Tower Card 9:
Dogfinder
Item B
Traits:
Animal
Healing
Pet
Owner: Onwer: Poog To Acquire:
Wisdom~Survival 5
Put this card on top of another character's deck to add 1d4 to your Wisdom check.~If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
"Zarongel says this toad's no good~So Poog stomped it, like he should."

Guard Tower Card 10:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.


Box Runner

Villain:

Lotslegs:

Villain 1
Type: Monster
Traits: Vermin
To Defeat: Combat 14 OR Stealth 11
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.~After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Henchmen:

Poison Traps:

Henchman B
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Starting play as Aric/Not-Scribbleface
Since the journey from the tribe to Brinestump marsh, the new Goblin Not-Scribbleface has been regaling Poog and Reepazo with stories and jokes, trying to ingratiate himself to his ‘new’ Goblin friends.
”Sorry I not at bonfire much. I was coming in, but then see longshanks on side of road, and decide to befien-er, uh, drive off and steal his stuff. Then me see OTHER longshanks and had to do again. By time I get back, I just able to see Poog kill ghost thing with extra fire. Good job by way, Poog!”

Not-Scribbleface suddenly stops and looks around.
”Uh oh. This Lottsalegs-eat-many-Goblin-babies territory, right? Uhhh, other goblins tell Not-Scribbleface about it because I new and definitely not Scribbleface so didn’t Know about spider before. I hear it EAT Goblin Babies! We must protect the tri-uh, I mean, if we kill Spider AND bring back fireworks, maybe we become extra heroes! Maybe get better reward from chief? I go over to Abandoned Garriso-Uh, longshanks building over there. You two check. . . Somewhere else. No need check on me, I be okay. Certainly not changing clothes over there into alter ego. That silly, why you think that?”

Starting as Aric/Not-Scribbleface, starting at Garrison

Aric wrote:

Hand: Thieves' Tools, Quick Change Mask, Blessing of the Gobs-B, Sickle, Sweet Dragon Costume, Vulture,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards: Spider, Signal Wistle, Stalking Armor,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Poog sticks out his chest proudly, liking this new-goblin. Poog couldn't believe he once thought this goblin may have once been suspicious-goblin not-tribe member! But no, this new-goblin is right, Poog is very talented and special and that's why Zarongel likes Poog so much!

Poog not so sure about Lotsalegs. Lotsalegs has lots of legs. And teeth. And sticky claw-leg sticks that stick goblin young and maybe goblin old! This new-goblin is dumb-dumb who going to get stuck and eaten by Lotsalegs.

Just then, Poog steps on something squishy, and he lifts his foot to see that he's stepped on some kinda little spider thing. He peels its remains off its foot and stuffs it into his mouth, chomping. It fizzles weirdly in his mouth (probably from the venom) - how fun!

But wait, if Lotsalegs is big spider, maybe big fizzy?

This must be sign from Zarongel! Poog will burn up Lotsalegs, become great hero and eat fizzy Lotsalegs parts! Poog have best plans. Poog great leader and very smart. Fighting Lotsalegs' Poog's greatest idea yet!

LOOT: Tussah Silk Coat -> Goblin Plate +1

Poog starts at The Old Light.
Starting hand in spoiler below.

Opening Hand:
Poog wrote:

Hand: Blessing of the Gobs, Dogfinder, Cure, Blessing of the Spellbound 2, Blessing of the Spellbound,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Oh for the love of Zarongel!

Okay, so all of my non-Blessing 1s is in my opening hand, plus two healing cards. No weapons, no attack spells, so I'll be moving to a different location as soon as I can. I wish I'd started with someone else so I could hand this junk off...

Please use my blessings as soon as you have a need! I'm not good at much until I replace them with other cards anyway, and I've got heaps of healing even if they get discarded!
Sideboard cards:

SKILLS AND POWERS:

Spoiler:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Box Runner

starting player: 1d3 ⇒ 3scribbleface

placeholder location for reepazo until she picks her starting location. you can go ahead and get started whenever you'd like

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.
• The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.
Additional Rules:

Bandit:

Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.~If defeated, you may immediately attempt to close this location.

Turn: 1, Aric/VampByDay, turn number 1 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 12
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 21
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None

Woods Card 1:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity~Acrobatics~Constitution~Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Woods Card 2:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Woods Card 3:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Woods Card 4:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Woods Card 5:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

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

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

Woods Card 9:
Lotslegs
Villain 1
Type: Monster
Traits:
Vermin
To Defeat:
Combat 14
OR Stealth 11
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.~After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 10:
Lamashtu's Bauble
Item P
Traits:
Accessory
Magic To Acquire:

Display this card next to your deck. While displayed, you gain the Goblin trait. While displayed, add 1d4 to your checks against cards that have the Goblin trait. While displayed, when you defeat a bane that has the Goblin trait, you may recharge a random card from your discard pile.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, None

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

The Old Light Card 2:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

The Old Light Card 3:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

The Old Light Card 4:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

The Old Light Card 5:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.~Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.~If you do not have either the Arcane or Divine Skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose, ~In with all the snot it goes. ~When you s ee a horse's knees, ~Roast them right with burning sneeze!" - Goblin Wizarding song

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

The Old Light Card 7:
Horsechopper
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength~Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

The Old Light Card 8:
Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

The Old Light Card 9:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The Old Light Card 10:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Warrens Card 2:
Hand Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Warrens Card 3:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Warrens Card 4:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Warrens Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Warrens Card 6:
Toad
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom~Survival~Intelligence~Arcane 7
Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

Warrens Card 7:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Warrens Card 9:
Alchemist's Fire
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged To Acquire:
Intelligence~Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Warrens Card 10:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.~Damage dealt by the Bunyip may not be reduced.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Treacherous Cave Card 3:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Treacherous Cave Card 5:
Poisoned Sand Tube
Weapon B
Traits:
Alchemical
Blowgun
Elite
Poison
Ranged To Acquire:
Intelligence~Craft~Knowledge~Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Treacherous Cave Card 6:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Treacherous Cave Card 7:
Potion of Vision
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Treacherous Cave Card 8:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

Treacherous Cave Card 10:
Potion of Fortitude
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to automatically succeed at a Fortitude check.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None

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

Garrison Card 2:
Buckler
Armor B
Traits:
Basic
Shield To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Garrison Card 3:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.

Garrison Card 4:
Swordbreaker
Weapon B
Traits:
Finesse
Knife
Melee
Slashing
Veteran To Acquire:
Strength~Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4-1; you may additionally discard this card to add another 1d4+1.~Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Garrison Card 5:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 6:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 7:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Garrison Card 8:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Garrison Card 9:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Garrison Card 10:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.


Deck Handler
Reepazo wrote:

Hand: Frilled Lizard, Cure, Dogslicer, Giant Slug,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Mythic Charges: 0 Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
STR Mythic Bonus: +0
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
CON Mythic Bonus: +0
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 []5
Proficient with: Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait ([] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ([] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter you may recharge all cards displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ([] and before the roll, you may draw a card).
<Power 2>
<Power 3>
<Power 4>
<Power 5>

Mythic Path: No Path Card

Location: Woods is fine


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Start of turn switch to Red Raven/Scribbleface, switch out sweet dragon costume for Stalking armor.
As Scribbleface looses Poog and Reepazo, he switches from his rediculus dragon outfit into his more stealthy combat armor and heads to the Garrison, glad Poog didn’t follow him.

Initial explore. Warlord! DC increased by 2(human)+1(Adventure deck 1=3. Dc 12)

Scribbleface encounters a human Warlord that seems to have taken over the fort for his evil band. Scribbleface tried asking about Lottsalegs, but the warlord just attacks.

Ugh, hate warlords. -1 per die is so annoying. I’ll take a blessing from Poog as he seems to want to get rid of them. Use Poog’s BotGobs, and use sickle.

1d10+1(Dex), +1d10(blessing)+1d6(sickle)+3(melee skill)-3(stupid warlord longshanks): 2d10 + 1d6 ⇒ (2, 1) + (1) = 4
Well, THAT’s a great start to this scenario. Bury armor to reduce damage to zero. Shuffle Garrison.

The warlord beats the ever-living snot out of Scribbleface, who just barely manages to get away by shirking his armor and booking it.

Discard Vulture to explore again.

Scribbleface calls on his falconry vulture-ey skills to help him find a safe hiding place away from the crazy scary longshanks warlord

random card from Garrison: 1d10 ⇒ 9
Guard. Not worth waisting quick-change mask on
1d6[(con): 1d6 ⇒ 3

Scribbleface finds a guard. He worries he’ll have to fight him too, but the guard just sees that the poor Goblin got beat up by his boss and says “I even feel sorry for you, that guy’s terrible” and walks off. Banish guard. End turn. Ugh.

The Red Raven wrote:

Hand: Thieves' Tools, Quick Change Mask, Blessing of the Gobs-B, Sickle,

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


Deck Handler // Searching For: Spell 2 > Blessing 2 > Ally 2

Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
I've got no means of using Fire, and I've got blessings to hand off, so Poog moves to the Woods and takes his free exploration.

Woods Card 1: Collapsed Ceiling

Collapsed Ceiling:
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity~Acrobatics~Constitution~Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.~If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

And now I wish I'd left this to Reepazo. Poog discards Blessing of the Spellbound to add a die, and Scribbleface discards Blessing of the Gobs (and shuffles one random card from his discard pile into his deck from Poog's power).
Constitution 9: 3d8 ⇒ (4, 6, 7) = 17 -> Collapsed Ceiling defeated.

Poog is brave and isn't scared of no spider-forest, so he strides in with bug-lady! Bug-lady can help find spiders and Poog can then burn them, then maybe burn forest, hooray!

Some branches snap above Poog's head, showering him with falling sticks and leaves and some kind of small mammal, causing him to screech and immediately run away from the forest again.

"AAHHH LOTSALEGS COMING FOR POOG AAAAAAAAAAAAAAAAAAAAAAAH!"

Poog sets aside Cure to shuffle 1d4+1 random cards from his discard pile into his deck.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3 -> Poog shuffles his entire discard pile (two blessings) into his deck.
Poog chooses not to recharge Cure, so he can draw it back with Dogfinder next turn, most likely.

Poog wrote:

Hand: Immolate, Dogfinder, Blessing of the Gobs, Blessing of the Spellbound 2, Potion of Fortitude,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: All players may help themselves to my blessings or Potion of Fortitude if needed. I plan to hand one of them to Reepazo at the start of my next turn.

I'll likely move to another location at the start of my next turn.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5 [ ] 6
Proficient with: Light Armors // Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card ([ ] or 2 random cards) from her discard pile into her deck.
Add 1d6 ([ ] +1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may ([ ] recharge a random card from your discard pile and) draw a card,


Aric/Red Raven 1 (Google Sheet link) Male Human Goblin Vigilante/perfectly normal Goblin

Off turn, Scribbleface heals BotGobs that Poog just used from Poog’s Power. Poog.


Box Runner

During This Adventure: • You gain the Goblin trait.
• You may evade banes you encounter that have the Goblin trait.
• When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: • After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.
• The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.
Additional Rules:

Bandit:

Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.~If defeated, you may immediately attempt to close this location.

Turn: 3, Reepazo/Baerlie, turn number 3 in game Game#36: [CaG] Season of the Goblins by redeux, run by Redeux

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.~You may treat this card as if it had the same powers as the top card of the blessings discard pile.~If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Spoiler:
Blessings Deck Card 10
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 19
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Baerlie, None

Woods Card 1:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Woods Card 3:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

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

Woods Card 5:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Woods Card 6:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

Woods Card 8:
Lotslegs
Villain 1
Type: Monster
Traits:
Vermin
To Defeat:
Combat 14
OR Stealth 11
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.~After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 9:
Lamashtu's Bauble
Item P
Traits:
Accessory
Magic To Acquire:

Display this card next to your deck. While displayed, you gain the Goblin trait. While displayed, add 1d4 to your checks against cards that have the Goblin trait. While displayed, when you defeat a bane that has the Goblin trait, you may recharge a random card from your discard pile.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

The Old Light Card 2:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

The Old Light Card 3:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

The Old Light Card 4:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

The Old Light Card 5:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.~Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.~If you do not have either the Arcane or Divine Skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose, ~In with all the snot it goes. ~When you s ee a horse's knees, ~Roast them right with burning sneeze!" - Goblin Wizarding song

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

The Old Light Card 7:
Horsechopper
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength~Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

The Old Light Card 8:
Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

The Old Light Card 9:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The Old Light Card 10:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1:
Trapped Passageway
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Warrens Card 2:
Hand Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Warrens Card 3:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Warrens Card 4:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Warrens Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Warrens Card 6:
Toad
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom~Survival~Intelligence~Arcane 7
Bury this card to put a spell from your discard pile into your hand.~Discard this card to explore your location.

Warrens Card 7:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Warrens Card 9:
Alchemist's Fire
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged To Acquire:
Intelligence~Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Warrens Card 10:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.~Damage dealt by the Bunyip may not be reduced.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 2:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Treacherous Cave Card 3:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Treacherous Cave Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Treacherous Cave Card 5:
Poisoned Sand Tube
Weapon B
Traits:
Alchemical
Blowgun
Elite
Poison
Ranged To Acquire:
Intelligence~Craft~Knowledge~Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; you may succeed at a Craft 8 check to bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Treacherous Cave Card 6:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Treacherous Cave Card 7:
Potion of Vision
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Treacherous Cave Card 8:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

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

Treacherous Cave Card 10:
Potion of Fortitude
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to automatically succeed at a Fortitude check.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None

Garrison Card 1:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Garrison Card 2:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.~Subtract 1 from each die rolled in your check to defeat the Warlord.

Garrison Card 3:
Quarterstaff
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength~Melee 3
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.

Garrison Card 4:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 5:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Garrison Card 6:
Buckler
Armor B
Traits:
Basic
Shield To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Garrison Card 7:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Garrison Card 9:
Swordbreaker
Weapon B
Traits:
Finesse
Knife
Melee
Slashing
Veteran To Acquire:
Strength~Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d4-1; you may additionally discard this card to add another 1d4+1.~Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

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