| Reepazo #123480-1005 |
Reepazo watches Poog running away from snapping trees and laughs. "You run, I'm thi bravest goblin in this woods!" the bug lady shouts before she stubles across something shiny.
"Poog, come back! Look what I found!"
Str DC8: 1d8 ⇒ 7
"Ah, it's too heavy, let's move on." Reepazo says and follows Poog.
Hand: Frilled Lizard, Cure, Dogslicer, Giant Slug,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Mythic Charges: 0 Sideboard cards:
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
| Scribbleface/Not-Scribbleface |
Time moves on, blessing of Calistra
Having lost the warlord, Scribbleface cautiously looks around, desperate to find a sign of lottsalegs and maybe get out of this Garrison.
Move step: choose not to explore. Examine top card. Poison trap. Oh boy. I’m going to need some blessings to finish this off. Explore.
Scribbleface finds a nest fit for a giant Spider, but it is long since abandoned. He gets an idea, but before he can enact his plan, one of the warlord’s BANDITS finds him and immediately asks what he’s doing there.
Recharge quick-change mask from Bandit power. Display sickle to fight.
1d10+1(Dex)+1d6(sickle)+3 melee skill vs DC10: 1d10 + 1d6 + 4 ⇒ (6) + (2) + 4 = 12
Scribbleface throws his quick-change mask at the bandit to distract him, then slashed him with his sickle, taking him down. Then he sets to work with his cunning plan. He carefully takes the poison bits of the nest. . .
Use Poog’s BotGobs to copy Calistra to add 2 dice to dex check for trap
1d10+1(dex)+2d10(blessing) vs dc 5: 3d10 + 1 ⇒ (7, 7, 6) + 1 = 21
Beat the trap, attempting to close
And piles them up in front of the Warlord’s front door. As he does so, another, bigger bandit comes up and asks what he’s doing.
Recharge thieve’s tools to bandit power, throw sickle at him.
1d10+1(dex)+1d6(sickle)+1d6(discard sickle)+3(melee skill) vs dc 12: 1d10 + 2d6 + 4 ⇒ (2) + (3, 6) + 4 = 15
Dead, location closed. Weapons and armors kept in location and shuffled.
Scribbleface lunges at the bandit with his thieves’ tools, but the massive human just bats away the small metal bits, only to end with a a sickle impaled in his back as the Goblin had hidden the weapon in his off hand. The human keels over, and Scribbleface leaves, just able to hear the warlord fall prey to the poison trap as he is sneaking out of the Garrison. He smiles to himself, not only did he figure out Lottsalegs wasn’t there, but without their leader, he probably also took care of those longshanks!
Hand: Clockwork Spy, Mask of the Red Raven, Psychic Detective, Blessing of the Gobs-C,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Hmmm, no weapons. Might stay here and turn into Aric next turn and just explore to get extra card draws and maybe get a weapon or armor. Let me know what you think.
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,
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.)
| BR redeux |
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:
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: 5, 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 B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 25
Blessings Deck
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Baerlie, None
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.
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.
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.
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.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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
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.
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.
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.
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.
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
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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.
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.
| Poog, Bestest of Zarongel! |
Poog starts his turn.
I was going to hand off a blessing, but with Dogfinder ready for use and 2 cards, including Cure, in discard it seems to make more sense for Poog to keep them for re-use for the time being.
Instead, Poog hands off Potion of Fortitude to Reepazo. Feel free to hand it back if you don't want it, or use it whenever you want.
I'll stick at the Woods, since staying together means the Potion is more likely to be useful.
Poog takes his free exploration.
Woods Card 1: Rat Swarm
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.
Trivial. Poog sets aside Immolate for combat, adding 1d6 because the check invokes fire (and animal, but whatever).
Combat 8 // 12: 1d10 + 3 + 2d4 + 1d6 ⇒ (4) + 3 + (4, 2) + (4) = 17 -> Rat Swarm Defeated and banished.
Poog chooses not to recharge Immolate. Immolate discarded.
Poog gulps back his fear, his tummy feeling weird. Maybe he shouldn't have eaten so many slugs and fermented apples last night... But he has to be brave, like real hero of Licktoads and Zarongel! He runs back to see what shiny stuff Reepazo has found but it's too heavy for him too. Stupid heavy shinies. They'll come back for it, if they remember to.
Poog begins feeling hungry, and so he reaches into a little hole around the root of a tree for something to munch on, feeling things bite at his fingers. He pulls them out and jumps with glee when a whole swarm of tasty rats run out! He cooks them all with a few summoned jets of fire, then gets to munching gleefully! Then, he tops it off with the brain-fuzzifying taste of the squashed frog he keeps around for emergency snacks. This isn't an emergency; he just wanted the brainfuzz.
Poog banishes Dogfinder to draw 1d4+1 random cards from his discard pile into his hand.
Dogfinder: 1d4 + 1 ⇒ (4) + 1 = 5 -> Poog draws all 3 cards from his discard pile into his hand (Immolate, Cure and Blessing of the Gobs).
May as well use my blessings, since I can just Cure myself immediately afterwards. Poog discards Blessing of the Gobs to explore.
Woods Card 2: Staff of Minor Healing
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.
Well, I'll use my Divine skill to acquire, which adds it as a trait, so I'll recharge Blessing of the Spellbound to add a die to my check to acquire.
Divine 7: 2d10 ⇒ (7, 3) = 10 -> Staff of Minor Healing acquired.
Definitely a good card, but I have way more healing cards than I do cards in my discard pile consistently, which is just stifling my draws still. Hm.
Poog sets aside Cure to shuffle 1d4+1 random cards from his discard pile into his deck.
There's only 1 card in discard pile, so Poog shuffles Blessing of the Gobs from his discard pile into his deck, recharged pile cleared.
Divine 8: 1d10 + 3 ⇒ (5) + 3 = 8 -> Cure recharged.
Poog feeling dizzy, but having fun! He pick up a stick from the ground.
"This is powerful magic stick! I beat back Lotsalegs with this stick and save Licktoad goblin babies! Poog big hero and this stick his mighty wand!" He declares loudly! Whether through the grace of Zarongel or some cosmic joke, the stick crackles with power that Poog himself didn't think he could summon, could he? Scrapes and wounds from the previous stuff falling on him and the bites from the rats seem to magically disappear without him even trying to summon a healing spell.
Poog ends his turn and resets his hand.
Hand: Immolate, Blessing of the Spellbound, Staff of Minor Healing, Blessing of Bark Breaker, Blessing of Hadregash,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Wow! I'm just drawing all of my blessings today; the shuffler has it in for me... good or bad I can't completely tell. I'd definitely like my Fire Snake more, though.My blessings are free for use, though I'll likely hand one off to Reepazo next turn. Do you have a preference for which?
Sideboard cards:
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,
Arcane
Divine
Basic
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.
Divine
Hadregash
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Divine
Zarongel
Powers
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.
| BR redeux |
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:
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: 6, Reepazo/Baerlie
Monsters
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.~Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
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.
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Barriers
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Weapons
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
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.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Spells
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
During your turn, discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it.~After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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 trait; this counts as playing a weapon instead of an armor.~Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 4
Reveal this card to add 2 to your Stealth or Perception check.~Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
Items
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
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.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Allies
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.
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.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.~Discard this card to explore your location.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.~Discard this card to explore your location.
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.
Blessings
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.
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.
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.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Baerlie, None
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.
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.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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
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.
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.
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.
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.
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
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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.
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.
| PC Bot |
gears start grinding
Reepazo explores woods and finds a Mercenary
display cure for bug form
Mercenary DC 13: 1d12 + 2d6 + 1 ⇒ (6) + (1, 1) + 1 = 9 1's turned into 3's (+4) from dogslicer, which is then discarded. defeated
End turn there.
Hand: Frilled Lizard, Immolate, Alchemist's Fire, Giant Slug,
Displayed: Cure,
Deck: 8 Discard: 1 Buried: 0
Notes: bug form active.
Mythic Charges: 0 Sideboard cards:
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
gears screech to a stop
| BR redeux |
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:
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: 7, Aric/VampByDay
Monsters
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.~If undefeated, reset your hand and end your turn.
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.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
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.
Barriers
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.
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.
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.
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.
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.
Weapons
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.~If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,~As he whinnies, chop, chop, chop!~Don't stop there, 'cause horse is big;~When it croaks, dance goblin jig!" - Goblin festival song
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength~Melee 5
For your combat check, reveal this card to roll your Strength or Melee die + 1d8.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength~Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 1
Traits:
2-Handed
Bow
Elite
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.~If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Spells
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.~After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Divine
Elite
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.~During your exploration, when you would encounter a weapon, a spell, or an item, discard this card to banish it; you may explore again.~After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
Items
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Display this card and choose a character at your location. While displayed, reduce Combat damage dealt to that character by 2. At the end of the turn, banish this card.
Item B
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.
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower. After playing this card, you may succeed at a Disable 8 check to recharge it instead of discarding it.
Item 1
Traits:
Alchemical
Liquid To Acquire:
Wisdom~Survival~Craft 4
Banish this card to add 1d8 to your Intelligence or Wisdom check.~When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.
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.
Ally 1
Traits:
Bard
Human To Acquire:
Charisma~Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.~Banish this card to return an ally from your discard pile to your hand.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Torag 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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Baerlie, None
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.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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
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.
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.
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.
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.
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
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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.
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.
| Scribbleface/Not-Scribbleface |
Changing back to Aric/Not-Scribbleface, top card of blessings is BotGods.
As he watches from just outside the Garrison, Scribbleface starts changing into his alter ego. Pretty soon he hears cries of "The Warlord's dead!" and starts to see the bandits and other henchemen of the warlord file out of their impromptu fort. When he's sure most of them have left, he ducks inside and takes a look around to see if they left anything behind.
Initial explore: Sling. Cannot acquire. Banished
He finds a sling that someone left up, but it's on a high peg that he cannot reach. disgruntled, he looks around to make sure Poog or Reepazo hasn't wondered in before taking out an instruction booklet for a mail-away build-your-own-spiderbot he purchased. Following the instructions, he manages to assemble it and drop it on the floor, and it skitters off in an attempt to scout.
Display Clockwork Spy. Exploring again. 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 d6 vs. DC 2: 1d6 ⇒ 6 Success!
His spider-bot returns with some magic leather armor, not quite as nice as his stalking armor, but it will serve. He then asks his psychic detective sidekick if she can divine any more shinies with her psychic abilities.
Discarding Psychic detective to examine then explore. 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.
Constitution d6 vs. DC 3: 1d6 ⇒ 2 Fail
She brings back a buckler but it's too big for the Goblin, so he throws it away. Then he says to stay at the Garrison for a while so the other goblins don't see her, and heads off.
[ooc]End turn, reset hand[/dice]
Hand: Magic Leather Armor-Location, Mask of the Red Raven, Blessing of the Gobs-A, Blessing of the Gobs-C, Blessing of the Gobs-B, Masque,
Displayed: Clockwork Spy,
Deck: 5 Discard: 3 Buried: 1
Notes: Shoot! Still no weapons. In fact, the last three cards in my deck are my other THREE weapons! Ugh. Poog, feel free to use any of my three blessings. I am down to five cards in my deck though.
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,
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.
| Poog, Bestest of Zarongel! |
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog hands off Blessing of the Spellbound to Reepazo.
Poog moves to The Old Light and takes his free exploration.
Poog's had enough. Bug lady good tracker and finds good eatings, but also gets creepy and scary and metallic sometimes. Very weird. Poog scared.
I mean, Poog not scared! He just... forgot his favorite stick back in that lighthouse by the coastline over there!
The Old Light Card 1: Spyglass
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.
Wisdom 4: 1d10 + 1 ⇒ (4) + 1 = 5 -> Spyglass acquired.
Poog skulks around outside the seemingly-abandoned lighthouse, digging through the rocks for something tasty to eat. He finds some bits of broken glass, and when he picks them up the world looks kinda weird and bigger through the glass. Cool! He stuffs the glass in one of his pockets, rubbing some mud and dirt around it so it doesn't cut too much, because Poog is very smart.
Poog recharges Blessing of Hagredash (top card of the blessings discard pile is basic) to explore again.
The Old Light Card 2: Hell Hound
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.
Poog sets aside Immolate for combat. Immolate causes the check to invoke the fire trait, so Poog gets an additional 1d6.
Combat 11: 1d10 + 3 + 2d4 + 1d6 ⇒ (6) + 3 + (2, 3) + (3) = 17 -> Hell Hound Defeated. Poog takes 1 fire damage, and discards Spyglass to damage.
Divine 8 (Recharge, Divine, Fire): 1d10 + 3 + 1d6 ⇒ (2) + 3 + (5) = 10 -> Immolate recharged.
Some spooky dog comes rushing at Poog! Poog normally big goblin hero that eat dog for breakfast - and sometimes lunch - but this one extra-scary! It breathes fire at him, so he yelps in pain and, with a deep breath, breathes a stream of fire right back! The dog learned its lesson not to mess with Poog who can breathe better fire, and so it runs away into the distance. That'll teach him!
Poog recharges Staff of Minor Healing to randomly recharge Spyglass from his discard pile.
Poog swing around magic-stick from the forest triumphantly, proclaiming that Poog the mighty has added another victory over the forces of not-goblindom! He swings it so hard and triumphantly, however, that it flies from his hands and lands somewhere. Poog looks around, but can't seem to find it, and the glass bits seem to be gone too. Poog hangs his head sadly.
Poog ends his turn and resets his hand.
Hand: Goblin Plate +1, Fire Snake, Walking Stick, Blessing of Bark Breaker, Magical Child,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: I'll be exploring with blessing of Bark Breaker next turn, since I've got my Goblin Plate to take the fire damage.Magical Child can be recharged to add the Magic trait to a check, in case any of you come across an incorporeal enemy.
Sideboard cards:
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,
Blessing of the Spellbound has been added to Reepazo.
Please don't come to my location unless you're capable of protecting yourself from fire damage. :)
| PC Bot |
gears shifting
reepazo explores woods and finds goblin cutpurse.
BYE DC 6 wisdom: 1d8 + 1 ⇒ (3) + 1 = 4 bury slug
Use Immolate
Goblin Cutpurse DC 8 combat: 1d8 + 1d6 + 2d4 + 3 ⇒ (4) + (3) + (2, 2) + 3 = 14 defeated, recharge dogslicer (adventure power)
immolate dc 7 divine: 1d8 + 1d6 + 3 ⇒ (3) + (5) + 3 = 11 recharged
recharge cure to deactivate bug form
Use frilled lizard to explore Find bugbear. Use Alchemist fire
Bugbear DC 10: 1d8 + 2d6 ⇒ (5) + (6, 6) = 17 defeated, frilled lizard recharged (adventure pwoer)
End turn
Hand: Blessing of the Gobs 2, Crocodile Skin Armor, BoSpellbound (From Poog), Turtle,
Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
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
gears screech to a stop
| BR redeux |
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:
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: 10, Aric/VampByDay
Monsters
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
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.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Barriers
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.
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.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom~Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
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.
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.
Weapons
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
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.
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.
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.
Weapon 1
Traits:
2-Handed
Bow
Elite
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.~If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.
Spells
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
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.
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Electricity trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 4
Discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
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 trait; this counts as playing a weapon instead of an armor.~Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.~~Recharge this card to reduce Cold or Combat damage dealt to you by 1.~~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.~Recharge this card to reduce Cold or Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Items
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence~Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
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.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma~Diplomacy 7
Banish this card to add 1d6 to your check.~Banish this card to return a card from your discard pile to your hand.
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.
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.
Ally B
Traits:
Arcane
Basic
Vermin To Acquire:
Wisdom~Survival~Fortitude 4
Discard this card to add 1d4 and the Poison trait to your combat check.~Discard this card to examine the top card of your location deck; you may then explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
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.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
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.
Top of Blessing Discard Pile:
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: 18
Blessings Deck
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None
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.
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.
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: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, None
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.
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.
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
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Closed
At This Location:
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, None
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.
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.
| Scribbleface/Not-Scribbleface |
Ugh, top blessing is of the gobs. Can't use that. Move to The Old Light
Not-Scribbleface, having successfully cleared out the Garrison, heads to the other longshanks building-the Lighthouse. There he meets Poog. He curses his luck under his breath for a moment, as he really wanted the freedom to be scribbleface or not. But maybe Poog could heal him after that beating he got from the warlord.
"Oh, hi greatestest-warcaster Poog! Lotsalegs no at Garris-uh, other longshanks building. Me find old nest, but it abandoned. Me poison longshanks there though, so everything good!"
Explore, Goblin Snake
As Not-Scribbleface explores the lightouse with Poog, he finds a snake with the head of a Goblin! At first he thinks it might be nice, but it is NOT and tries to bite him!
BYA Constitution check: 1d6 ⇒ 5
It spits venom into Not-scribbleface's eyes and Scribbleface has an even harder time fighting it. Luckily he recalls when the strange dancing masked Goblin taught him how to fight like Poog. Also, his spider-bot attacks.
Recharge Masque to use Poog's d8 Strength die. Banish displayed clockwork spy to add a d6
d8(Poog's Strength)+d6(Clockwork Spy)vs DC 9: 1d8 + 1d6 ⇒ (6) + (4) = 10
Wow, did not expect to win that. Thought I'd have to recharge my armor. I'll take it!
Luckily with the combined lessons from the Masque and the Spider-bot's Help, the Goblin Snake goes down. Not-Scribbleface sits down to rest.
End turn, reset hand
Hand: Magic Leather Armor-Location, Mask of the Red Raven, Blessing of the Gobs-A, Blessing of the Gobs-C, Blessing of the Gobs-B, Punching Dagger,
Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes: Poog: feel free to use blessings, I have all three in my hand and I'm going to turn into Scribbleface/Red Raven next turn, so I'd like to get them out of my hand instead of discarding them.
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,
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.
| PC Bot |
gears shifting
retconning a mistake from reepazo's turn. She was in bug form and couldn't use immolate
Forgot d6 on BYE
BYE DC 6 wisdom: 4 + 1d6 ⇒ 4 + (1) = 5 no change of result
Can't use immolate due to divine trait,so instead punching the goblin cutpurse in the face
Goblin Cutpurse DC 8 combat: 1d12 + 1d6 + 1 ⇒ (6) + (3) + 1 = 10 defeated still, no change of above post
hand update with immolate still in hand
Hand: Blessing of the Gobs 2, Crocodile Skin Armor, BoSpellbound (From Poog), Immolate,
Displayed:
Deck: 9 Discard: 0 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
gears screech to a stop
| Poog, Bestest of Zarongel! |
We've got people capable of temp-closing a couple locations right now, so I may as well join suit and split up. The Old Light is better suited for Not-Scribbleface, and sticking here could lead to me hurting him with my own blessing-exploration.
Poog starts his turn.
Blessing of Desna is discarded from the Blessings Deck.
Poog moves to the Treacherous Cave.
Poog takes his free exploration.
Poog feeling pretty good and tells friendly not-Scribbleface goblin all about his heroic exploits. How he burned a burning dog and was granted magical stick of magic (and skipping over the part about losing it). It's good to have a goblin around to see Poog's heroic antics!
"Poisoning longshanks pretty fun, but burning longshanks much better! You learn one day. Oh, if you looking here, tell me if you see magic stick, okay? It's mine, though, remember!"
Poog laughs as silly new goblin, whilst looking around, gets his eyes sprayed with venom, and Poog rolls around on the ground, laughing louder as they clumsily try to grab it and stop it from bitin ghtem. Some little metal-spider thing seems to be scurrying about with new-goblin too, but it doesn't look very tasty so Poog doesn't really pay it much mind.
Wiping tears from his eyes, Poog leaves not-Scribbleface to his antics and goes off to be a hero again, finding a spoooooky cave to explore. Well, Poog isn't scared of spooky cave, so he summons a flying wisp of goblin-fire to light his way inside.
Treacherous Cave Card 1: Poison Trap
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.
...well that was fast!
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.
Dexterity/Divine 5: 1d10 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12 -> Poison Trap defeated.
Divine 8 (Recharge, Divine, Fire): 1d10 + 1 + 1d6 ⇒ (7) + 1 + (5) = 13 -> Fire Snake recharged.
Poog surprised to see little metal bits in cave. Longshank traps! Poog burns the stuff to kill traps, and is feeling pretty good about himself until big and tough-looking longshank appears from the shadows of the cave.
During resolve the encounter, the Poison Trap is defeated and the 'immediately attempt to close your location' text applies, which I'm pretty sure is before the subsequent encounter against the summoned Bandit Henchman. So Poog attempts to close Treacherous Cave.
Not-Scribbleface discards Blessing of the Gobs (mimicking Blessing of Desna) to add a die. Because he played a blessing on Poog's check, Not-Scribbleface shuffles 1 random card from his discard pile into his deck.
Survival 7: 2d10 + 2 ⇒ (7, 9) + 2 = 18 -> Treacherous Cave closed!
Bandit Henchman is summoned and encountered.
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.
Bandit Henchman's difficulty to defeat is increased by 2 from the scenario power.
BYA: Poog recharges Magical Child.
Poog reveals and discards Walking Stick for combat.
Combat 10: 1d8 + 1 + 1d4 + 1d6 ⇒ (1) + 1 + (1) + (3) = 6 -> Oooh OUCH. Poog recharges Goblin Plate to reduce combat damage dealt by 3, then discards Blessing of Bark Breaker to the remaining point of damage.
Poog cries out, throwing a non-magic stick at the longshanks - serving to do little but annoy him - then bravely running away from the spooky cave with tough-looking longshanks! He runs far and far, with thrown weapons glancing off his armor as he runs as fast as his little legs can carry him!
Lets not go to spooky cave again. It's a silly place. Also probably no Lotsalegs in there, unless longshanks work with lotsalegs. Poog shudders at the thought.
Poog ends his turn and resets his hand.
Hand: Blessing of the Spellbound 2, Blessing of the Gobs, Flybreath, Torch, Cure,
Displayed:
Deck: 7 Discard: 2 Buried: 0
Notes: Drawing from my recharged pile now. My blessings are free to use, and let me know if anyone wants a Cure!
Sideboard cards:
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,
| Scribbleface/Not-Scribbleface |
Off-turn. My random from discard formula isn’t working so I’m just going to have to post it here.
1d4 ⇒ 4
Blessing healed
Hand: Magic Leather Armor-Location, Mask of the Red Raven, Blessing of the Gobs-C, Blessing of the Gobs-B, Punching Dagger,
Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,
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.
| Reepazo #123480-1005 |
woods #1, pit trap, attempting wisdom check, using botGobs as Blessing of Desna which should be the first card on the blessing discard pile
Wisdom DC7: 1d8 + 1 + 1d8 ⇒ (1) + 1 + (1) = 3 oh my g...
Combat Damage: 1d4 ⇒ 1
Reepazo rushes through the bushes and suddenly drops into a hole which is filled with thorny sticks and rocks.
recharging crocodile armor
Hand: BoSpellbound (From Poog), Immolate, Fire Blade, Blessing of the Gobs 1,
Displayed:
Deck: 8 Discard: 1 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
| BR redeux |
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 and before you attempt to close the location, 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:
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: 13, Aric/VampByDay
Monsters
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.
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.
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Barriers
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence~Arcane 10
If defeated, add 1d4 random spells from the box to your hand.~If undefeated, you may banish this barrier.
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.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
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.
Weapons
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.
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Arcane
Attack
Basic
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.~After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
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.
Armors
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.
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.
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.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
Items
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity~Disable 7
Reveal this card to add 2 dice to your Disable check.~Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
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.
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence~Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Allies
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.
Ally B
Traits:
Elite
Human To Acquire:
Charisma~Diplomacy~Arcane~Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.~Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally P
Traits:
Cleric
Goblin To Acquire:
Charisma~Diplomacy~Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.~Bury this card to recharge 1d4 random cards from your discard pile.~Discard this card to explore your location.
"Poog say Zarongel is the best, ~He help burn things and heal the rest. ~Zarongel's favor makes Poog bleed.~And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song
Ally B
Traits:
Human
Warrior To Acquire:
Charisma~Diplomacy 8
Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.
Blessings
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.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 15
Blessings Deck
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None
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.
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.
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.
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: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/Yewstance, None
Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
| Scribbleface/Not-Scribbleface |
Time marches on, BotGods. Initial Explore. POISON TRAP
Not-scribbleface creeps around the old lighthouse and eventually finds another long-abandoned nest that probably belonged to lotsalegs. Not-Scribbleface decides to take care of it, lest it poison some unsuspecting Goblin who is not as smart as scribbleface.
I'll use BotGobs to try and close
1d4(dex)+1d4(Blessing)Vs. DC 5: 2d4 ⇒ (1, 3) = 4
Ugh, rerolling the 1 with my 1/game reroll. Redux, I'll send you a pic of me GMing at PaizoCon2017 in my purple GM Volunteer shirt
1d4 ⇒ 3Success! Burry blessing, reveal and draw, and recharge top card of blessing deck. Blessing 1 (Of Lamashtu). Now Summon Bandit Henchman.
As Not-Scribbleface carefully throws the poisonous bits of the nest out of the lightouse and into the sea, he sees a longshanks shouting at him from the ground. Longshanks runs into the lightouse and up the stairs to confront the goblin, but Not-scribbleface reaches into his bag and grabs his Mask of the Red Raven Scribbleface and throws it in the man's face to distract him. Then he front-flips over the man and steals his mask back as he stealths down the stairs, leaving a beildered longshanks questioning what just happened.
Recharge mask of the red raven to evade fight
As the goblin reaches the bottom, he looks at the lightouse carefully, trying to figure out how to lock it from the outside so that lottsalegs can't get back in (or the longshanks in there can't get back out.)
Borrow one of Poog's Blessings, he chooses
Knowledge Check 6, 1d8+2(Knowledge Skil)+1d8(Blessing): 2d8 + 2 ⇒ (1, 7) + 2 = 10
Glad I used a blessing! That 1 on the first roll!
Not-scribbleface manages to close the door that is locked from the inside and then barricade it with rocks and other debris from the outside. Happy with himself that he beat the lightouse, and not even as scribbleface, he saunters off to his next adventure.
End turn, reset hand
Hand: Magic Leather Armor-Location, Quick Change Mask, Kama, Blessing of the Gobs-A, Blessing of the Gobs-B, Punching Dagger,
Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: Poog, I could technically use that heal, (5 cards left in deck, and I'm the only one without a heal in my deck) but I am also okay ATM. Plan on turning back into scribbleface soon, meaning poog, Reepazo, and scribbleface might have to work together!
Sideboard cards: Spider, Signal Wistle, Sweet Dragon Costume-Promo,
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.
| Poog, Bestest of Zarongel! |
I'm back, all! Only the Woods and the Warrens left open; since I've no Dexterity to speak of, I suppose I'll head to the woods and hope for better luck than Reepazo if I hit the Pit Trap.
Off turn: Poog discards Blessing of the Gobs (mimicking BotG) to add a die to Not-Scribbleface's check.
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog moves to the Woods.
Poog takes his free exploration.
With Poog having escaped from spooky cavern with his life, he runs straight back into the Woods. Gotta lose that longshanks if they give chase!
Woods Card 1: Lamashtu's Bauble
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.
Odd... Google indicates to me that this is a Loot card, and shouldn't be in the deck, as far as I know. I'll assume it's an intentional weirdness of Season of the Goblins, and assume it's an auto-acquire.
Lamashtu's Bauble acquired(?). Poog displays Lamashtu's Bauble.
Poog finds sharp gem thing, glinting weirdly in the roots of a tree. He picks it up with glee! A new shiny! He thinks he hears Zarongel whisper inside it, telling him to drive the small gem into his forehead, so Poog happily does! It bleeds and hurts, but he feel more... gobliny and great than ever with new gemhead!
Poog discards Flybreath to explore his location... then gets hungry and decides to eat it, banishing Flybreath and drawing a card (Blessing of Hagredash from recharged pile).
Poog feels so gobliney, he picks out one of his rations he saved; another toad from camp! He called this one "Flybreath the Fourteenth", named after Flybreath the Thirteenth, who was named after Flybreath the Twelfth, whwo was named after...
Woods Card 2: Pit Trap
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.
Poog recharges Blessing of Hagredash (top of blessings discard pile is basic) to add a die to his Wisdom check.
Wisdom 7: 2d10 + 1 ⇒ (7, 9) + 1 = 17 -> Pit Trap defeated, and Poog uses its power to explore again.
Poog see silly trap-thing, probably set up by another Goblin. He look over - someone's already fallen into it! Hey, it's buglady! Poog laughs and waves at buglady.
"Buglady was up walking through the forest
Then buglady was down and now feels the sorest
Poog saw buglady fall - well actually he didn't -
but Poog know that buglady did because he know the... uh. Forest."
Poog suddenly feels very silly. Rather than help Reepazo, he sits down and tries to think of some better rhyming. Forest, morest, porest, chorest, sorest, torest, yorest... oh flawless? Yes, yes, maybe about the gem flawless and...
Poog's so busy thinking about his new song that he didn't notice he'd sat in something oddly like... sticky silk, and it starts to pull at Poog's clothing until he notices it.
Woods Card 3: Lotslegs (Villain)
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.
Nobody is in a position to temp-close, so I'll just move to combat.
BYA: Poog autofails the Dexterity check and discards Immolate from the top of his deck (recharged pile).
Poog reveals and discards Torch for combat. Torch causes the check to invoke the fire trait, so Poog gets an additional 1d6 with his power.
Combat 14: 1d8 + 1 + 1 + 2d4 + 1d6 ⇒ (7) + 1 + 1 + (4, 4) + (5) = 22 -> Lotslegs Defeated and escapes to the Warrens. The Woods is automatically closed.
AYA Constitution 8: 1d8 ⇒ 3 -> Poog fails the Constitution check and discards Staff of Minor Healing from the top of his deck (recharged pile).
Poog turns, seeing nothing, then looks up and SHRIEKS as he sees giant spider. IT'S LOTSLEGS AAAAAH!
Poog throws fiery stick at Lotslegs and prepares to run, but Lotslegs lets out a chittering sound and runs away from the fire, and Poog whoops and cheers as it runs away as Reepazo crawls from the pit behind him.
"Buglady saw! Buglady saw! Poog defeated Lotslegs and greatest Goblin hero ever now! Poog famous!"
Afraid I really quite need the Cure now; there'll be 2 cards left in my deck after hand reset otherwise.
Poog sets aside Cure to shuffle 1d4+1 random cards from his discard pile into his deck.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Poog randomly shuffles Walking Stick, Blessing of the Gobs, Blessing of Bark Breaker, Torch and Staff of Minor Healing from his discard pile into his deck. Recharged pile cleared.
Poog recharges Blessing of the Spellbound to add a die to his check to recharge Cure.
Divine 8: 2d10 + 3 ⇒ (5, 6) + 3 = 14 -> Cure recharged.
Poog ends his turn and resets his hand. Flavour text will be edited in.
Hand: Staff of Minor Healing, Blessing of the Gobs, Walking Stick, Fire Snake, Blessing of Hadregash,
Displayed: Lamashtu's Bauble,
Deck: 7 Discard: 1 Buried: 0
Notes: Solid hand! Feel free to use my Blessings!
Sideboard cards:
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,
| BR redeux |
It does look like the Lamashtu's bauble was added in error. I don't think it's overly powerful so I'm OK if you want to keep it in play. I did replace it in the acquired cards with a random item. and got an Item B.
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 and before you attempt to close the location, 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:
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: 15, Reepazo/Baerlie
Monsters
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
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.
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.
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.
Barriers
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom~Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
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.
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.
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.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapons
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; 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.
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.
Weapon 1
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If the bane has the Animal trait, add another 1d8.~When playing another weapon on a combat check, you may discard this card to add 1d4+1 to your check, or 1d8+1 if the bane has the Animal trait.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength~Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spells
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Charisma die. Discard this card at the end of the turn.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armors
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.
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.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
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.
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence~Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
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.
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.~Discard this card to explore your location.
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.
Ally B
Traits:
Elite
Human To Acquire:
Strength~Melee 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.~Discard this card to explore your location.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma~Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
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.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 13
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/Yewstance, Reepazo/Baerlie, None
The Old Light
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, None
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 ?: 2
Located/Displayed Here: None
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
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.
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.
| Reepazo #123480-1005 |
moving to Warrens, top card of blessing discard pile: botGods
Reepazo follows a small animal which hides in a hole in the ground. Suddenly a Longshanks comes along, but he does not seem to be hostile.
Dexterity DC8: 1d8 ⇒ 1 fail
She talks to him a bit but after a while he leaves her alone. Suddenly, she finds herself covered with poison ivy which dropped from above.
using botGobs to copy top card of discard pile (botGods)
Dex DC5: 1d8 + 1d8 ⇒ (8) + (5) = 13 success
| Reepazo #123480-1005 |
summoning bandit henchman, using Immolate to make a divine check instead of combat, adding 2d4
Divine DC10: 1d8 + 2 + 2d4 ⇒ (4) + 2 + (2, 4) = 12 success
now using BotSpellbound and Adam's blessing to close the location
Dex DC6: 3d8 ⇒ (1, 5, 7) = 13 success
trying to recharge Immolate
Divine DC7: 1d8 + 2 ⇒ (6) + 2 = 8
| Reepazo #123480-1005 |
Hand: Burning Snot, Turtle, Fire Blade, Blessing of the Gobs 3,
Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
finished my turn
| Scribbleface/Not-Scribbleface |
So I'm going to assume that the only thing left in the warrens is Lotsalegs and take him out. Top blessing: Blessing of Calistra
Having had lots of trouble fighting as Not-Scribbleface, the goblin vigilante changes back into scribbleface as he marches over to the warrens, which seems to be the last location that Lotsalegs-eat-many-goblin-babies could be. As he gets there, he sees Reepazo fiddling with Lotsaleg's nest! And the giant spider is creeping up behind her!
"Look out Reepazo!"Scribbleface shouts. As she turns around, she sees Scribbleface bearing down on the spider, who is bearing down on her!
Explore, encounter lotsalegs? BYA Acrobatics check.
1d10+1(Dex)+2(Acrobatics skill) vs DC 8: 1d10 + 3 ⇒ (6) + 3 = 9
The spider tries to spit venom at the goblin, but he is too quick and dodges to the left, drawing a kama and a punching dagger as he does. Lotsalegs turns back to Reepazo, but the Gob knight vaults over the spider and throws his punching dagger into its hide.
Combat VS. 14. Discarding BotGobs for bonus, Recharging punching dagger, using Kama. I'll use Reepazo's BotGobs just for overkill? And Poog's Too?
1d10+1(Dex)+3d10(3 blessings)+1d6(Kama)+1d4(recharge punching dagger): 4d10 + 1d6 + 1d4 + 4 ⇒ (2, 10, 6, 1) + (4) + (1) + 4 = 28
As he lands in front of Reepazo looking at her and not the spider. Without looking, he has swung his kama up and put it through the head of the spider.
"Learned that move, from a book," he says slyly as he digs the kama out of the spider's skull. Then he does a backflip his hands landing on a poison bit, but he handsprings off it otherwise and runs out of the cave.
I'll bury BotGobs for one more blessing. Iomede, B. We win! I'll take the AYA damage, doesn't matter.
| BR redeux |
Development:
Lotslegs’ lair is not far from her ambush point. Scattered amid
its trees are dozens of bodies, a few of which are humans, but
some of which are goblins.
Your deeds will be known forever by the many goblin babies
you have saved. Assuming you get the fireworks and aren’t fed
to Squealy Nord.
Rewards:
Each character adds a blessing 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 Season of the Goblins, each character may temporarily replace 1 of her cards with a promo card of the same type from the following list: the weapon Goblin Pegleg; the spell Vomit Twin; the blessings Blessing of Zarongel or Blessing of Zogmugot. At the end of each scenario, return the promo card.
Loot is listed in the campaign header under the spreadsheet
Characters completing the second scenario at their tier gain one power feat.
Deck Upgrades: Double check and make sure this is all of them. It seems like not a lot
Magic Leather Armor (Armor B)
Blessing of Torag (Blessing B) **reward**
Blessing of Lamashtu (Blessing 1) **reward**
Blessing of Erastil (Blessing B) **Reepazo acquired this with BotGobs on last turn**
Blessing of Bark Breaker (Blessing 1) **Reward**
Blessing of Iomedae (Blessing B) *Scribbleface acquired this with BotGobs on last turn**
Staff of Minor Healing (Item 1)
Spyglass (Item B)
Thieve's Tools (Item B) **This is the replacement random card I drew for Lamashtu’s Bauble**
Go ahead and post the following in discussion tab:
1. boon roll 1d20 (win on 1 or 20).
2. your deck upgrade selections. List a few. We will go through the first deck upgrades first and then the remainder boons will be split up for the bonus deck upgrade.
3. power feat you're taking.
I'll get the next scenario set up either tonight or tomorrow morning.
| BR redeux |
2B-1C: THE OLD SHIPWRECK
T he point indicated on Scribbleface’s map isn’t quite on
the coast, but it’s close enough to hear the faint susurrus
of waves crashing on an unseen swampy shoreline. The
site itself is obvious once you approach it—a large wrecked ship
lodged in a shallow pool of swamp water. Driven aground decades
ago during a particularly violent storm that flung the ship several
hundred feet into the flooded swamp, the ship itself is a two-masted
Chelish sailing vessel with strange, faded writing on its bow. The
ship itself is quite old—it crashed here several decades ago.
The derelict leans toward its stern, held in place by the mud
and sludge it now sits in and supported by thick growths of
marsh gorse and other foliage. Unfortunately, the wreck is
now the lair of the goblin cannibal Vorka.
As your party approaches the derelict, you can see its railings
are decorated with goblin skulls and bits of bone—leftovers
from Vorka’s meals over the past several years. The horror
surrounding Vorka goes beyond her dietary preference, for
she also keeps a dog and even a horse as pets and guardians—
creatures traditionally feared and hated by goblins.
As you get closer, your fears are justified by the sinister
sounds of barking and neighing coming from large, frightening
animals in the direction of the wreck.
Villain: (stage 2, see rules)
Villain 1
Type: Monster
Traits: Goblin Ranger
To Defeat: Combat 15 THEN Combat 12
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.~If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
“Vorka think you taste real good,~Vorka cook you just like food.~If you fight, then you might sweat,~But in Vorka’s belly you will get!”~—Vorka’s song
Henchmen:
Henchman 1
Type: Monster
Traits: Animal
To Defeat: Combat 12
Before you act, Stomp deals 1d4 Combat damage to each character at your location.~If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 1
Type: Monster
Traits: Animal
To Defeat: Combat 10
If undefeated, immediately end your turn.~If defeated, you may immediately attempt to close the location this henchman came from.
DURING THIS SCENARIO
• Treat the henchman Bruthazmus as the henchman Stomp and the henchman Tangletooth as the henchman Cuddles.
• After building the location decks, add a number of monsters equal to the number of characters to each.
• When adding henchmen, shuffle Stomp into the Horse Pen and Cuddles into the Ship’s Deck.
• After permanently closing the Horse Pen and Ship’s Deck, summon and build the location Ship’s Cabin and shuffle Vorka into it.
• To win the scenario, defeat Vorka.
| BR redeux |
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: • Treat the henchman Bruthazmus as the henchman Stomp and the henchman Tangletooth as the henchman Cuddles.
• After building the location decks, add a number of monsters equal to the number of characters to each.
• When adding henchmen, shuffle Stomp into the Horse Pen and Cuddles into the Ship’s Deck.
• After permanently closing the Horse Pen and Ship’s Deck, summon and build the location Ship’s Cabin and shuffle Vorka into it.
• To win the scenario, defeat Vorka.
Additional Rules:
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, Poog/Yewstance
Monsters
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Enchanter deals 1 Force damage to you.~After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barriers
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.
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.
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.
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.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Weapons
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength~Melee 7
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may add another 1d10. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result.
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
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.
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.
Spells
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 1d6 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Divine
Magic
Mental To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.~After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
Armor 1
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.~Banish this card to reduce Acid, Combat, or Electricity damage dealt to you by 5; if proficient with light armors, bury it instead.
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.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Light Armor
Magic To Acquire:
Constitution~Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.~If proficient with light armors, you may recharge this card when you reset your hand.
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.
Items
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
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."
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.~Recharge this card to succeed at your Knowledge check.
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.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
When you are dealt damage, reveal this card to give a card you would discard as damage to a random other character instead.~Discard this card to explore your location.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.~Discard this card to explore your location.
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.
Ally B
Traits:
Human
Warrior To Acquire:
Charisma~Diplomacy 8
Discard this card to add 1d6 to a combat check.~Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Dexterity~Stealth 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.
Blessings
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.
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.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits:
Divine
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 29
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to any 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.
Blessing of Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom~Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.~Discard this card and an ally to add 2 dice to any check.~Discard this card to explore your location.~After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
Horse Pen
At This Location: The difficulty to defeat banes you encounter that have the Animal trait is increased by 2.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: No effect.
M: 6 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.
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.
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.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
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.
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.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
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.
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.
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.
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 12
Before you act, Stomp deals 1d4 Combat damage to each character at your location.~If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.
Ship's Deck
At This Location: Add 1d6 to any check that has the Swashbuckling trait.
When Closing: Either reveal a card that has the Swashbuckling trait or bury 2 cards.
When Permanently Closed: No effect.
M: 7 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
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.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
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.
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
If undefeated, immediately end your turn.~If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 7
Bury this card to draw an ally that has the Animal trait from the box.~If you do not have either the Arcane or Divine skill, banish this card after playing it.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
| Poog, Bestest of Zarongel! |
LOOT: Tussah Silk Coat -> Goblin Plate +1
Other LOOT choices are awaiting the party's full decision on card upgrades and loot choices. If nobody takes the Goblin Pegleg Loot then Poog will take it just for this scenario, because Swashbuckling is a significant advantage here.
Poog starts at whichever location Reepazo starts at, so I can hand off a blessing or something before moving to the Ship's Deck for my first turn.
Starting hand will be drawn when the party's sorted out their upgrades.
| Poog, Bestest of Zarongel! |
Nobody has seemed to claim either of the new blessings, so Poog will take both, as well as the Goblin Pegleg.
LOOT: Walking Stick -> Goblin Pegleg
LOOT: Blessing of the Gobs -> Blessing of Zarongel
LOOT: Blessing of the Spellbound -> Blessing of Zogmugot
Poog starts at the Horse Pen.
Starting hand is below, and I'll take my first turn shortly.
Hand: Blessing of Zogmugot, Blessing of Hadregash, Blessing of Zarongel, Flybreath, Blessing of Bark Breaker,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: UGH. Virtually only blessings, again. This monster-heavy scenario is going to suck.
Sideboard cards:
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 ([X] +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,
| Poog, Bestest of Zarongel! |
Poog trembled as they approached the aground ship, repeatedly asking the nice not-Scribbleface Goblin if he was sure they were going the right way. Poog wasn't afraid of no dog or horse! Okay, maybe a bit afraid, but Zarongel teach not to be scared of food and they do make nice food and they don't like fire whilst Poog likes fire which means they can be scared away by stuff that Poog isn't scared of. Or something. But goblin cannibal lady who keeps dogs and horses around to guard spooky destroyed ship? That much too much!
Poog wondered why not-Scribbleface seemed to know Scribbleface's map so well. Buglady said she saw Scribbleface kill Lotslegs, but Poog pretty sure she made that up. Lotslegs probably killed by some longshanks and she was just spooked by stabby-longshanks and thought she saw evil Scribbleface. They're much the same.
Ah! Poog wishes he didn't think so much about Scribbleface. He covers his ears to prevent the thought of the books and stuff stealing away his head-thoughts!
Poog starts his turn.
Poog hands off Blessing of Zarongel to Reepazo.
Divine
Zarongel
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Ship's Deck Card 1: Large Chest
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.
I was going to ask for blessings aaand I just realized that nobody else posted their starting hands, so I suppose I'll wait to see what people draw and which blessings are willing to be spent.
Summoning his courage as they reach the ship, Poog is the first to clamber up the shoals and ageing planks - plenty of holes and bits to step and climb on - to quietly climb to the deck of the ship. At least, he thought he was the first to climb up, but somehow not-Scribbleface is already standing high up on one of the masts that had long fallen over, apparently looking over the deck of the ship, including the little ramshackle cabin-thing built over one side where the neighing is coming from. Poog shudders at the thoughts of violent horse with metal-shoes breaking through that flimsy door and stampeding across the deck.
So... how did not-Scribbleface climb higher and faster than Poog? Oh well, doesn't matter. As soon as Poog reaches the deck and looks around, he quickly spots a promising locked box of probable shinies, and goes to investigate; his fear temporarily forgotten at the promise of plunder.
| Scribbleface/Not-Scribbleface |
As Poog, Reepazo, and not Scribbleface follow his Scribbleface’s map to the witch layer, Not-Scribbleface makes jokes and continued to try to endear himself to his new friends. ”Now Vorka is an evil witch, and she keeps her fireworks stash in her chest in the main cabin, but first we’ll have to get past her guard horse and guard dog. I mean, I’ve heard. Because I certainly haven’t been here before and that map is not my handwriting shut up!”
As Poog and Reepazo peel off to visit the horse pen, Not-Scribbleface heads for the ship’s deck. He reaches into his bag to start turning into scribbleface, but just then he notices Poog walking up the gangplank.
”Oh, he-hey Poog. What. . . What you doing here? Wern’t you with Reepazo?”
Hand: Punching Dagger, Psychic Detective, Blessing of Hadregash, Masque, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Blessing of the Gobs-A, Kama, Spider,
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.
| Poog, Bestest of Zarongel! |
"Shush! Not so much noisemaking! There's dogs and horses around!" Reepazo loudly 'whispers' back, ignoring not-Scribbleface whilst he tries to force the locked box open...
Reepazo discards Blessing of the Gobs to add a die to Poog's check.
Not-Scribbleface discards Blessing of Hadregash to add a die to Poog's check.
Melee 11: 3d8 + 1 ⇒ (3, 7, 6) + 1 = 17 -> Large Chest defeated. Not-Scribbleface and Reepazo both shuffle 1 card from their discard pile into their decks from playing a blessing on Poog's check, and so they shuffle their discarded blessings back in.
Random Weapons (Large Chest): 1d4 ⇒ 2 -> Poog draws 2 random weapons from the box; Garrote and Shortbow.
(Note to GM: Garrote is incorrect in the database, and states that you can add "1d10", where a FAQ confirms you can actually add "10".)
Poog discards Flybreath to explore his location... then gets hungry and decides to eat it, banishing Flybreath and drawing a card (Torch).
Ship's Deck Card 2: Xulgath
Traits:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
BYA: Poog places Torch on top of his deck.
Poog reveals Garrote for combat. Because Poog is proficient with weapons, Garrote adds a flat 10 (and the Scenario's adventure deck number, effectively)... but the check fails if Poog rolls a 1.
Combat 9: 1d8 + 1 + 1d4 + 10 ⇒ (1) + 1 + (3) + 10 = 15 -> 1d8 hit a 1. Xulgath is undefeated and shuffled back in.
Poog recharges Blessing of Bark Breaker to explore again. 1 fire damage is dealt to a character at his location.
Poog/Not-Scribbleface: 1d2 ⇒ 1 -> Poog discards Shortbow to fire damage.
Ship's Deck Card #: 1d12 + 1 ⇒ (6) + 1 = 7
Ship's Deck Card 7: Dogslicer
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
I'd like that. Reepazo discards the Blessing of Zarongel that Poog gave her to add a die.
Melee 7: 2d8 + 1 ⇒ (2, 7) + 1 = 10 -> Dogslicer acquired. Reepazo shuffles 1 card from her discard pile into her decks from playing a blessing on Poog's check, and so shuffles their discarded blessings back in.
Poog discards Blessing of Zogmugot to explore again.
Ship's Deck Card # (7=2): 1d11 + 2 ⇒ (8) + 2 = 10
Ship's Deck Card 10: Charm Animal
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 7
Bury this card to draw an ally that has the Animal trait from the box.~If you do not have either the Arcane or Divine skill, banish this card after playing it.
Poog discards Blessing of Hagredash to add a die.
Divine 7: 2d10 + 3 ⇒ (1, 8) + 3 = 12 -> Charm Animal acquired.
Poog buries Charm Animal to draw a random animal ally from the box (Random Ally 1: Vulture).
Poog discards Vulture to explore his location... then gets hungry and decides to eat it, banishing Vulture and drawing a card (Torch).
Ship's Deck Card # (7=2, 10=3): 1d10 + 3 ⇒ (1) + 3 = 4
Ship's Deck Card 4: Goblin Pyro
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Poog reveals and additionally discards Dogslicer for combat.
Combat : 1d8 + 1 + 2d6 ⇒ (4) + 1 + (1, 2) = 8 -> Low rolls, but passed. Dogslicer also turns the "1" into a "3", bringing the result to 10. Goblin Pyro defeated.
AYA: Poog takes 1 Fire damage, discarding Garrote.
Poog ends his turn and resets his hand.
Flavour will be posted later in a separate post.
Hand: Torch, Blessing of the Spellbound, Goblin Pegleg, Goblin Plate +1, Fire Snake,
Displayed:
Deck: 6 Discard: 5 Buried: 1
Notes: Now I've got a MUCH better hand. Armor, good weapons, Fire Snake and a blessing. I also picked up a Weapon 1 and Spell 1 during that turn, so solid card upgrades.Poog's Blessing of the Spellbound is free to use, especially since I used so many of the team's blessings that turn.
Sideboard cards:
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 ([X] +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,
Reminders.
Ship's Deck cards 1, 4, 7, 10 have been banished. Random Ally 1, Random Weapons 1 and 2 were all acquired/drawn (and later banished, in the case of the Ally 1).
Not-Scribbleface must shuffle his Blessing of Hagredash back into his deck.
Reepazo must shuffle her Blessing of the Gobs back into her deck, as well as the Blessing of Zarongel given to her.
| BR redeux |
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: • Treat the henchman Bruthazmus as the henchman Stomp and the henchman Tangletooth as the henchman Cuddles.
• After building the location decks, add a number of monsters equal to the number of characters to each.
• When adding henchmen, shuffle Stomp into the Horse Pen and Cuddles into the Ship’s Deck.
• After permanently closing the Horse Pen and Ship’s Deck, summon and build the location Ship’s Cabin and shuffle Vorka into it.
• To win the scenario, defeat Vorka.
Additional Rules:
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: 2, Reepazo/Baerlie
Monsters
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.
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.
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Enchanter deals 1 Force damage to you.~After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.
Barriers
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.
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.
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.
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.
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.
Weapons
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.
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Divine
Magic
Mental To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.~After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item P
Traits:
Accessory
Magic To Acquire:
Charisma~Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.~When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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.
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.
Item B
Traits:
Basic To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to automatically succeed at a Perception check.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.
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.
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom~Survival 6
Recharge this card and discard a card from the blessings deck to explore your location. During this exploration, you may add 1d4 and the Acid trait to your combat checks.~Recharge this card to add 1d4 and the Acid trait to your combat check.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits:
Divine
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 28
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to any 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.
Blessing of Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom~Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.~Discard this card and an ally to add 2 dice to any check.~Discard this card to explore your location.~After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
Horse Pen
At This Location: The difficulty to defeat banes you encounter that have the Animal trait is increased by 2.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: No effect.
M: 6 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.
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.
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.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.
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.
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.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
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.
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.
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.
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 12
Before you act, Stomp deals 1d4 Combat damage to each character at your location.~If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.
At This Location: Add 1d6 to any check that has the Swashbuckling trait.
When Closing: Either reveal a card that has the Swashbuckling trait or bury 2 cards.
When Permanently Closed: No effect.
M: 6 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
If undefeated, immediately end your turn.~If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
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.
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
| Poog, Bestest of Zarongel! |
Still don't have the time to add flavour yet, but I just remembered that I forgot about the adventure rule. It doesn't affect the rest of my turn, so I imagine it's okay to do it now.
By defeating a bane with the goblin trait (Goblin Pyro), Poog recharges Dogslicer from his discard pile with the adventure rule.
| Poog, Bestest of Zarongel! |
Flavour.
Poog rummages around in the box, but just finds some old rotten bow, as well as some spare bowstring with it. Junk, and not shiny at all.
Poog takes out a toad he caught earlier - affectionately naming it "Flybreath the fifteenth", after Flybreath the Fourteenth which was named after...
Anyway, he takes out another toad and gives it a lick for luck. Then another lick. Then he eats it. Inevitably. Suddenly full of confidence (and mild toxins), Poog more eagerly explores the deck of the ship, and smells something weird that's not just toadsmell. He looks over the edge of the ship and there appears to be some kind of big stinky not-longshanks. Poog will call it smellyspike, because it looks kind of spiky and smelly. Poog throws it some of the old bowstring in the hope that it'll go away.
Poog manages to cast a magical net to capture some of the local birdlife for another snack. Poog's always hungry, just like Zarongel! Whilst munching, he almost chokes on a bone when he sees an unfamiliar goblin - is it cannibal Vorka come to cook and eat Poog!?
No, it regular goblin. Actually looking like a spooked goblin. It say things but Poog can't quite understand, and then he sees that the goblin has no tongue. Did Vorka steal this goblin's tongue!? Did Vorka use goblin tongue as horrible witchey thing!? Poog covers his mouth; he doesn't want Vorka to steal his tongue away either!
Poog sees that goblin is carrying some kind of shiny dogslicer though - that'd be great for the dogs here! Poog tells silent-goblin that Zarongel demands that goblin give Poog dogslicer (it's probably true, maybe), but goblin won't do it. Poog thinks maybe goblin didn't understand, and instead tried to demand it with silent hand gestures and interpretive dance, to no effect.
Finally Poog bashes the other goblin over the head with the rotted bow from earlier - breaking it in the process - and running away with his fancy new dogslicer.
| Reepazo #123480-1005 |
Hand: Immolate, Horsechopper +1, Dogslicer, Frilled Lizard,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
Reepazo starts to sniff and kicks around the horse's dung. "Stupid beasts put dirt everywhere." she says and spits on the floor when she suddenly spots something interesting under rotten grass. She's somehow unable to retrieve the knife from udner the grass' roots. "Ah, I have better knife. Good for killing longleg beast." the buglady mumbles and continues.
Horse Pen #1: Starknife
Dex DC6: 1d8 ⇒ 1 fail
finished turn, reset hand
Hand: Burning Snot, Immolate, Horsechopper +1, Dogslicer, Frilled Lizard,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
| Scribbleface/Not-Scribbleface |
Time marches on, BotGods
The Gob Knight is halfway through putting on his scribbleface costume (his pants are on) when Poog walks up the gangplank. Luckily he is up in the crow’s nest and so Poog can’t see his legs from his vantage point. Nervously, he watches the Warcaster. At one point he gets distracted by talking to a local Goblin from the birdcruncher tribe, and Poog uses this oppertunity to grab a piece of the rigging and swing down to the other side of the boat’s deck, letting him finish changing.
Start of turn, change to Red Raven Scribbleface. Trade out Punching Dagger for BotGobs. Initial explore: Bugbear. Even though I can’t recharge anything by defeating him, I’ll fight him to get him out of the deck.
As he looks up after finishing changing, he notices a bugbear has seen him the entire time, and is looking at him dumbfounded.
1d10+1(Dex)+1d4+1(spring Blade+1)+1(weapon power)+3(melee skill): 1d10 + 1d4 + 6 ⇒ (1) + (1) + 6 = 8
REALLY?? I guess I’ll use my shirt reroll
1d10 ⇒ 5
That’s better
As the Bugbear stares at Scribbleface in disbelief, the Gob Knight is into action like a flash. He draws his Magic switchblade and does a forward flip with a half twist over the bugbear, landing on the massive brute’s shoulders.
“No one can know my secret,” he whispers before slitting the bohemoth’s throat and jumping off, landing in the sand next to the boat.
discard psychic detective to examine, then explore location. Goblin RAID. I’ll encounter and fight it, as it will heal my psychic detective. Auto succeed on my combat check (2 dice+6=8)
As he lands, though, he gets a telepathic warning from his psychic detective friend who has set up on a nearby cliff. He sees a group of Goblins who were apparently following the Bugbear stare at him in disbelief. He charges the group as many of them scatter, but he takes down just as many.
”NoOneCanKnowMySecretNoOneCanKnowMySecretNoOneCanKnowMySecretNoOneCanKnowMy Secret“ He shouts as he cleaves through Goblins with his springblade, all while he can hear the psychic detective laughing in his mind.
Poog and Reepazo can choose to fight Goblin Henchman if they choose, but they can also just evade with scenario power. I’ll end my turn.
Hand: Blessing of the Gobs-A, Masque, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards: Spider, Kama, Punching Dagger,
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 ([X] 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.)
| Poog, Bestest of Zarongel! |
Off turn: Poog summons and encounters a Goblin Raider from Goblin Raid. He chooses not to evade with the adventure rule.
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.
Poog reveals Goblin Pegleg for combat. Goblin Pegleg causes the check to gain the swashbuckling trait, so Poog gets an additional 1d6 at the Ship's Deck.
Combat 8: 1d8 + 1 + 2d10 + 1d6 ⇒ (6) + 1 + (6, 1) + (4) = 18 -> Pass, but Goblin Pegleg forces a reroll.
Combat 8: 1d8 + 1 + 2d10 + 1d6 ⇒ (8) + 1 + (8, 10) + (3) = 30 -> Goblin Raider defeated. Poog recharges Garrote from his discard pile with the adventure rule.
Some birdcruncher goblin runs at Poog, yelling something about goblin with fancy-knife and evil words written over their face! The description reminds Poog of something, or someone, but he's pretty sure its a trick, and when the goblin comes up to shake Poog and yell louder Poog gets annoyed and clocks him over the head with a plank of spiked wood so he fell down. Probably not-funny stupid birdcruncher goblin trick. Are these tribals following Vorka, or trying to attack Vorka for eating them? Poog not sure, but they don't seem too smart and he's sure they won't be helpful.
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog hands off Blessing of the Spellbound to Scribbleface.
Poog takes his free exploration.
Ship's Deck Card 3: Cuddles
Type: Monster
Traits:
Animal
To Defeat:
Combat 10
If undefeated, immediately end your turn.~If defeated, you may immediately attempt to close the location this henchman came from.
Poog reveals Goblin Pegleg for combat. Goblin Pegleg causes the check to gain the swashbuckling trait, so Poog gets an additional 1d6 at the Ship's Deck. The check invokes the Animal trait as it's against an animal, so Poog's power adds an additional 1d6+1.
Combat 8: 1d8 + 1 + 2d10 + 1d6 + 1d6 + 1 ⇒ (2) + 1 + (9, 4) + (3) + (3) + 1 = 23 -> Pass, but Goblin Pegleg forces a reroll.
Combat 8: 1d8 + 1 + 2d10 + 1d6 + 1d6 + 1 ⇒ (7) + 1 + (5, 1) + (6) + (5) + 1 = 26 -> Cuddles defeated. Poog reveals Goblin Pegleg to close the Ship's Deck!
Poog wanders over, about to check over the railing at the sounds of fighting and yelps he hears just over the rim of one piece of the ship. Did friendly not-Scribbleface goblin go over there? Poog supposes he'd better check, it sounds like a lot of stabbing is going on. But as soon as Poog takes a few steps, he freezes up, hearing a sudden growling. Very close. And it wasn't his belly.
Poog turns and screams as a big dog barks loudly and runs at him, and he swings the spiked plank as the dog charges. It connects perfectly, breaking bone, and the dog is knocked onto its side. The dog gets up again, but just to let out a pained whimper as it runs away, whilst Poog harries it and whoops his delight. Poog hero again! Poog chased off dumb big dog! Poog shoulda probably hit it harder so he could eat it though; the growling's now just coming from his belly.
I feel like my rolls have been a bit too unnecessarily high for this point in the adventure this turn. :)
Well... Poog ends his turn and resets his hand. No cards spent (besides handing off one card) and I've got a strong hand for next turn.
Flavour will be edited in.
Hand: Torch, Cure, Goblin Pegleg, Goblin Plate +1, Fire Snake,
Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: I'm set for next turn. Let me know if you need the Cure, otherwise it'll go to me next turn on account of the 2 blessings in my discard pile.
Sideboard cards:
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 ([X] +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,
Ship's deck closed, Blessing handed to Scribbleface.
| Reepazo #123480-1005 |
during Scribbleface's turn: nothing on my discard pile, so I will evade the Goblin Raider
| Reepazo #123480-1005 |
Horse Pen #2
Reepazo, now alone at the stinky cage, continues to kick around stuff when she suddenly feels that her foot kicks something hard. She curses and rubs her ankle. "What is that, lying there in the mud?" she asks herself when she spots something not-so-shiny-any-more.
Con/Fort DC4: 1d6 ⇒ 5 success
"Stupid stuff, much too big for bug lady. Why does a beast need this? Why is this hidden here?" Reepazo mumbles and kicks the armor once more.
using frilled lizard to search again
Reepazo kicks aside the armor and wakes a snake which was sleeping under it.
Horse Pen #3: Snake, revealing Horsechopper+1
Con/Fort DC6: 1d6 ⇒ 6 cool
Combat DC8: 1d8 + 1 + 1d10 + 1 ⇒ (4) + 1 + (5) + 1 = 11 success
finishing turn, resetting hand
Hand: Burning Snot, Immolate, Horsechopper +1, Dogslicer, Half-Plate (acquired),
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
DEXTERITY d8 []+1[]+2
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
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>
| Scribbleface/Not-Scribbleface |
Time marches on, Blessing of Bark Breaker
Confident that he has driven off all the Goblins that knew his dark secret, Scribbleface stealths back to the ship only to see that Poog has taken care of Vorka's deadly Guard Dog Cuddles. Then he starts waving around a peg-leg club for some reason. With one of Vorka's two dangerous guard creatures dealt with, Scribbleface decides to move over to the Horse Pen and deal with the dreaded STOMP! He creeps up slowly as to get a good lay of the land and also to avoid being spotted by Reepazo, who seems to be swatting at a snake with a horsechopper.
Move to Horse pen. At end of move step, examine location with power. Potion of Healing. Explore and attempt to Acquire.
d8(Int) Vs. DC 5: 1d8 ⇒ 3
Scribbleface sees a potion of healing on the ground, but before he can grab it he sees Reepazo kick a suit of armor around and it lands right on top of the bottle, shattering it to pieces. He prays to any goblin deity that still listens to him (unlikely, he knows) that he's able to find his way though the horse pen and close it.
Discard BotGobs to explore again. Bury to acquire, then recharge, top card of blessings deck. Blessing of Shelyn Acquired. Spyglass encountered.
1d8(Wisdom)+2(Perception skill)vs DC 4: 1d8 + 2 ⇒ (2) + 2 = 4
This time he spots a half-buried spyglass in the mud that Reepazo is about to kick. Thinking quickly, he shouts "Hey? Is that a handsome male goblin with a bug on fire?" from a bush, and Reepazo turns around to look for said Goblin while Scribbleface darts in and picks up the spyglass before hiding himself again. Then he uses it to look for Stomp in this surprisingly large and hard-to-explore horse pen.
Discard Spyglass to use. Reveal Zombie and Yeth Hound. I'll keep them in the same order.
"Nevermind, just Zombie and Yeth hound!" He shouts to Reepazo from his hiding spot.
Hand: Blessing of Spellbound-Poog, Masque, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: Poog can use my blessing, and Reepazo can if it is on a spell or it's a really important roll.
Sideboard cards: Spider, Kama, Punching Dagger,
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 ([X] 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.)
| Poog, Bestest of Zarongel! |
Poog starts his turn.
Blessing of Calistria discarded from the blessings deck.
Poog moves to the Horse Pen and takes his free exploration.
Horse Pen Card 6: Zombie
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.
Poog reveals Goblin Pegleg for combat.
Combat 9: 1d8 + 1 + 2d10 ⇒ (1) + 1 + (2, 5) = 9 -> Pass, but Goblin Pegleg forces a reroll.
Combat 9: 1d8 + 1 + 2d10 ⇒ (1) + 1 + (5, 7) = 14 -> Zombie Defeated.
Poog runs to the Horse Pen fearlessly, buoyed by the knowledge that he's a true Goblin hero that beat up nasty dog with nastier teeth! Poog swings his spiky wooden peg-leg back and forth, making sure Licktoad tribe enemies know to be afraid! He comes across a dead longshanks, and he hits it a few times just to prove how not-scared he is, and also just in case longshanks was playing-dead.
Poog buries Torch to explore again.
Horse Pen Card 7: Yeth Hound
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
(GM: Functionally significant typo. This database entry says that each character failing the BYA check increases the difficulty of YOUR checks, when all versions of the physical card says that they increase the difficulty of further checks made by the character who failed the BYA check.)
The BYA check of the Yeth Hound apply to the entire party, but I won't be making another exploration so it's certain not to affect the game at all (there won't be any other checks by Reepazo or Scribbleface this turn) so I'll skip that.
BYA Wisdom 6: 1d10 + 1 ⇒ (4) + 1 = 5 -> Failure; Poog's check difficulties are increased by 1 for this turn.
Poog reveals Goblin Pegleg for combat.
Combat 10: 1d8 + 1 + 2d10 ⇒ (6) + 1 + (7, 2) = 16 -> Pass, but Goblin Pegleg forces a reroll.
Combat 10: 1d8 + 1 + 2d10 ⇒ (4) + 1 + (4, 9) = 18 -> Yeth Hound Defeated.
Poog hears a weird screamy-bark, and yelps as an even bigger, hairless dog appears out of seemingly nowhere and making scary noises! But Poog goblin hero, and he proves it with a crazed (and moderately terrified) yell as he charges and whacks the new hound over the head over and over with his spiky-stick-thing, batting it until it lets out an unearthly, strangled yowl and falling dead. Poog whoops for joy, jumping up and down as he swings the pegleg around over his head! Truly Poog is the greatest dogkiller ever! "Dogkiller Poog" shall be his new title, and he makes even big-dogs turn to dead-dogs with his spiky sticks and fiery sticks!
Now he just needs to think of something that rhymes with "Dogkiller"... Poog also sniffs at the weird-dog's corpse, wondering if hairless dog tastes any good...
Poog sets aside Cure to shuffle 1d4+1 random cards from his discard pile into his deck.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 -> Poog randomly shuffles Shortbow and Blessing of Hadregash from his discard pile into his deck. Dang, a poor heal.
Scribbleface recharges Blessing of the Spellbound to add a die to Poog's check to recharge Cure.
Divine 8: 2d10 + 3 ⇒ (4, 8) + 3 = 15 -> Cure recharged. Scribbleface shuffles a card from his discard pile into his deck from Poog's power.
Poog ends his turn and resets his hand.
Hand: Immolate, Dogslicer, Goblin Pegleg, Goblin Plate +1, Fire Snake,
Displayed:
Deck: 7 Discard: 2 Buried: 2
Notes: Hm. No blessings, no bonus explorations. But I've got Armor, Weapons and Fire Snake, so I can handle whatever I come across.
Sideboard cards:
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 ([X] +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,
| BR redeux |
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: • Treat the henchman Bruthazmus as the henchman Stomp and the henchman Tangletooth as the henchman Cuddles.
• After building the location decks, add a number of monsters equal to the number of characters to each.
• When adding henchmen, shuffle Stomp into the Horse Pen and Cuddles into the Ship’s Deck.
• After permanently closing the Horse Pen and Ship’s Deck, summon and build the location Ship’s Cabin and shuffle Vorka into it.
• To win the scenario, defeat Vorka.
Additional Rules:
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: 8, Reepazo/Baerlie
Monsters
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
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.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.~The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.~Damage dealt by the Bunyip may not be reduced.
Barriers
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
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.
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.
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.
Weapons
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength~Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
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.
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence~Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.~If you do not have the Arcane skill, banish this card.
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to roll your Divine die + 1d6 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
When you encounter a card, discard this card to evade it; then each character at your location must succeed at a Constitution or Fortitude 7 check or recharge a card. Then you may move.~After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.~~Recharge this card to reduce Cold or Combat damage dealt to you by 1.~~Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Items
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
At the start or end of a turn, banish this card and choose a character at your location. That character may move.
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.
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Allies
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom~Perception 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally B
Traits:
Animal
Pet
Owner: Owner: Chuffy To Acquire:
Wisdom~Survival 4
Put this card on top of another character's deck to add 1d4 to your Dexterity check.~Discard this card to explore your location.
"Fat Frog likes to jump and eat~And it don't got stinky feet!"
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
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.
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.
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.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 21
Blessings Deck
Blessing of Lamashtu
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to any 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.
Blessing of Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom~Divine 5
OR Bury an ally
Discard this card to add 1 die to any check by a character that has the Goblin trait.~Discard this card and an ally to add 2 dice to any check.~Discard this card to explore your location.~After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
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.
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.
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.
Horse Pen
At This Location: The difficulty to defeat banes you encounter that have the Animal trait is increased by 2.
When Closing: Succeed at a Dexterity or Acrobatics 7 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Reepazo/Baerlie, Poog/Yewstance, None
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.
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.
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.
Henchman 1
Type: Monster
Traits:
Animal
To Defeat:
Combat 12
Before you act, Stomp deals 1d4 Combat damage to each character at your location.~If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.
Ship's Deck
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Ship's Cabin
This location isn't opened until after Horse Pen is also closed
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M: 5 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Item B
Traits:
Basic To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to automatically succeed at a Perception check.
Item B
Traits:
Aquatic
Basic
Object To Acquire:
Wisdom~Perception 5
Reveal this card to add 1d6 to your Perception check.~Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom~Divine 8
For your combat check, discard this card to roll your Divine die + 2d6 with the Magic trait. If the check is against a bane with the Undead trait, instead roll your Divine die + 2d12 with the Magic trait.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Villain 1
Type: Monster
Traits:
Goblin
Ranger
To Defeat:
Combat 15
THEN Combat 12
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.~If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
“Vorka think you taste real good,~Vorka cook you just like food.~If you fight, then you might sweat,~But in Vorka’s belly you will get!”~—Vorka’s song
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
| Reepazo #123480-1005 |
Reepazo smiles when Poog and Scribbleface join her. "Look what I found." she says while presenting her new armor. Suddenly a creature with long legs approaches and shouts strange words at them.
Horse Pen #1: Mercenary, revealing Horsechopper
Combat DC11: 1d8 + 1 + 1d10 + 1 ⇒ (8) + 1 + (6) + 1 = 16 success
turn finished
| Scribbleface/Not-Scribbleface |
Time moves on, Blessing of Lamashtu on top
As Reepazo shows off her half-plate to Poog, Scribbleface keeps hiding in the bushes looking for Vorka's evil guard-horse. He surveys the area carefully.
At start of turn do not move, at end of move examine top card: Swordbreaker.
He sees a strange knife half-buried in the mud and decides to go for it while Poog and Reepazo are distracted.
Finesse trait gives me melee skill, 1d10+1(dex)+3(melee skill)vs. DC 9: 1d10 + 4 ⇒ (2) + 4 = 6 Of course not. Ugh
He darts out but notices Poog is done talking to Reepazo and has to dart back to the bushes before grabbing the knife.
Discard Masque to explore again. May evade this encounter by recharging a card.
Scribbleface then remembers what weird goblin in Mask once told him about doing interpretive dances . . . KEEP GOING! So Scribbleface decide to continue searching for Stomp.
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.
Unfortunately, as he was hiding in the bush, the skeleton of a longshanks sneaks up on him! While no one is paying attention Scribbleface and the Skeleton engage in an epic battle!
Skeleton DC increased to 11 by springblade, 1d10+1(dex)+1d4+1(Springblade)+1(springblade power)+3(Melee Skill): 1d10 + 1d4 + 6 ⇒ (5) + (4) + 6 = 15Defeated
Scribbleface think that maybe Goblin with Mask not have all the answers and decides to rest for a bit.
Hand: Sickle, Stalking Armor, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes:
Sideboard cards: Spider, Kama, Punching Dagger,
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 ([X] 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.)
| Poog, Bestest of Zarongel! |
Poog starts his turn.
Blessing of Hadregash discarded from the Blessings Deck.
Poog hands off Dogslicer to Scribbleface.
Poog takes his free exploration.
Poog is considering whether to eat weird-smelling bald-dog or not when Reepazo comes to show him something shiny and cool, forgetting about the hound-thing he killed as he marvels at how it glimmers. As he looks, though, he smells something else, something not-dog, and he frowns, wandering around. The dogslicer weapon he'd picked up before - and promptly forgotten in favor of the pegleg - falls off one of his ragtag assortment of belts and hooks as Poog searches for the origin of the smell.
Poog SHRIEKS when he hears something, and looks up to see a horse's head loom up above him in the murky light of the pen!
Poog shrieks louder when he realizes that the horse's head is attached to the rest of a horse; it's Stomp!
Horse Pen Card 4: Stomp
Type: Monster
Traits:
Animal
To Defeat:
Combat 12
Before you act, Stomp deals 1d4 Combat damage to each character at your location.~If defeated, you may immediately attempt to close the location this henchman came from.
Posting incomplete turn to allow players to roll for damage. Rest of my turn will be in a separate post.
| Poog, Bestest of Zarongel! |
BYA Combat Damage: 1d4 ⇒ 1 -> Poog recharges Goblin Plate +1 to reduce Combat Damage dealt by 3.
Poog reveals Goblin Pegleg for combat. Stomp causes the check to invoke the animal trait, so Poog gets an additional 1d6+1.
Combat 14: 1d8 + 1 + 2d10 + 1d6 + 1 ⇒ (1) + 1 + (1, 3) + (1) + 1 = 8 -> Oh. That was unexpected; my odds were about 95% but that's a lot of 1s...
Damn! There goes my Fire Snake, the most important card in my deck. I'd have happily accepted a blessing for the check, but nobody has any in hand anyway since the Blessing of the Spellbound was used.
Poog discards the rest of his hand to damage. Stomp is undefeated and shuffled back into the deck.
Poog yelps as Stomp begins to stamp and whinny, dropping his weapons and screaming and running away in primal fear; his spells forgotten in terror as the enormous angry horse tries to crush his bones up! Poog makes it to safety, with much of his plunder missing.
Hand: Wand of Detect Magic, Potion of Fortitude, Magical Child, Shortbow, Blessing of Hadregash,
Displayed:
Deck: 4 Discard: 4 Buried: 2
Notes: A pretty awful hand, and no armor. But I can - if only barely - survive a 4 damage hit from Stomp again.I would really appreciate Reepazo discarding or recharging some cards so she can draw Cures or Blessings. I also would happily accept one of her many spare weapons or spells so I have a means to fight (rather than a Shortbow with a 1d4 dexterity skill).
Sideboard cards:
| Scribbleface/Not-Scribbleface |
Scribbleface picks up the dropped dogslicer to give back to Poog during the opportune time, but just then the dreaded Stomp finally show his face. Poog rushes to meet him, but in his mad stomping about, the horse kicks the dagger that Scribbleface had tried to grab right into Scribbleface’s shoulder!
Stomp Damage: 1d4 ⇒ 3
Luckily his armor stops much of the damage , but the sudden impact makes him loose his grip on the dogslicer, and it falls in the bush, lost among the brambles.
Recharge armor to reduce damage by 2, discard dogslicer to damage.
| Poog, Bestest of Zarongel! |
Combat 14: 7 + 1d10 ⇒ 7 + (5) = 12 -> Still a fail, but now Poog only has to discard 2 cards rather than his whole hand, so he discards Immolate and Goblin Pegleg, keeping Fire Snake safe.
Hand: Wand of Detect Magic, Potion of Fortitude, Magical Child, Shortbow, Fire Snake,
Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: No armor, no real usable weapons. But I can - if only barely - survive a 4 damage hit from Stomp again. I'd like to be handed a weapon or attack spell by Reepazo, and I can examine the top card of the location deck with my Wand of Detect Magic when wanted; very useful right now.I would really appreciate Reepazo discarding or recharging some cards so she can draw Cures or Blessings.
Sideboard cards: