| 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: 11, 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:
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:
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.
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
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.
Barriers
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:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapons
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.
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.
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.
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 B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Spells
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
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:
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 B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.~If you are proficient with heavy armors, bury this card instead of banishing it.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,~decorate with pointy nettle, ~Not too pretty, might be shaddy,~Helps keep blood in the goblin body!" - goblin smithing song.
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
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.
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
Item B
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
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
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:
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 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 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 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:
Animal
Pet
Owner: Onwer: Ak To Acquire:
Wisdom~Survival 4
Put this card on top of another character's deck to add 1d4 to your Strength check.~Discard this card to explore your location.
"Ak has rumbles in his gut~But he'd never eat Redbutt."
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:
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.
Blessings
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
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:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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:
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.
Blessings Remaining: 18
Blessings Deck
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: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, Reepazo/Baerlie, None
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.
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.
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
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: Not opened until all locations closed
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 still needs to take 1d4 combat damage from Stomp (henchmen) encountered during Poogs turn
| Reepazo #123480-1005 |
Damage: 1d4 ⇒ 3
recharging Half-Plate to reduce damage by 3
The monster kicks Reepazo at her head and she falls to the ground. From the floor she suddenly spots a chest hidden in the mud.
displaying Burning Snot to get a Dex d12
Melee DC8: 1d12 + 1 ⇒ (9) + 1 = 10 success
Items: 1d4 ⇒ 3 cool
Item #1: Mattock
Item #2: Spyglass
Item #3: Potion of Fortitude
discarding the Spyglass to check the remaining cards: Stomp & Mercenary, pausing turn for tactics
| BR redeux |
I know we're mid turn, but I want to give an update for Ship's Cabin. I have clarified extra monsters should not have been added since "building the location decks" is a specific step during set-up. My interpretation would've been valid had it been more generic and said "After building a location deck". Sorry for the confusion.
Ship's Cabin
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: 2 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Not opened until all locations closed
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings 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.
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:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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
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.
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.
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.
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.
| Reepazo #123480-1005 |
Reepazo hands a dogslicer to Poog when he passes. "Run, coward!" she shouts. only joking, no offense!!
She looks at the rest of her weapons and drops some of them. "Don't need this stuff, too heavy." she says and drops the mattock, almost hitting her foot.
After handing the dogslicer to Poog, I'd do my normal things like above, after that I'd discard the mattock so I can draw two cards.
Hand: Giant Slug, Immolate, Horsechopper +1, Blessing of the Gobs 2, Potion of Fortitude (acquired),
Displayed:
Deck: 9 Discard: 3 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>
Turn finished, drew a cure!!
Ah, forgot about that: put Stomp before the Mercenary
| Scribbleface/Not-Scribbleface |
Top of boessings deck, boLamashtu.
Scribbleface sees Poog bravely charge the beast but get beaten back, and is prepared to do battle with the thing himself when he catches out of the corner of his eye Reepazo who is eyeing the creature with intent through a spyglass as she grips her horsechopper with her other hand and slowly starts transforming into some sort of hideous bug creature.
”That’s probably going to take care of itself.” he says under his breath and quickly wipes the makeup from his face and dons his not-Scribbleface disguise
Start of turn, change to Aricnot-scribbleface. Trade out sickle for Spider in kit.
”I-uh, I’m gonna go check for a way to deal get into Vorka’s cabin. You, uh, you keep doing what you’re doing. he tells Reepazo.
”C’mon Poog, we-uh, Poog. I want caught in middle of that.” he says as he hurrys off to try and find a way into Vorka’s cabin that is precariously built into the ship.
Move to (closed) ship deck and end turn. Reset hand.
Hand: Spider, Blessing of Hadregash, Mask of the Red Raven, Signal Wistle, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Please use my blessing if you think you’ll need it to kill the henchman or close the location.
Sideboard cards: Sickle, Kama, Punching Dagger,
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 ([X] 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! |
Off turn: Poog accepts Dogslicer from Reepazo.
Poog scrambles for the flung weapon, turning around for a second with the mind to stab Stomp... but Stomp's too noisy and big and trampley and he's sure buglady's got this somehow, so he screams and continues running!
I'm certain I could fight Stomp with blessing support... but the team is correct. There's no time limit here, so we may as well leave it to the most qualified fighter.
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog hands Shortbow to Reepazo. It's not better than your other weapons, but it's something to discard when Stomp does BYA damage to you.
Poog moves to the closed Ship's Deck and ends his turn.
Poog is hot on not-Scribbleface's heels, scrambling over rotting wood and leaping over collapsed sections as he makes his way to the other end of the ship, to safety from demon horse!
Hand: Wand of Detect Magic, Potion of Fortitude, Magical Child, Dogslicer 2, Fire Snake,
Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: If you need the magic trait to your check, Magical Child is free to use.I'm hoping that I can banish this Potion of Fortitude in the last location.
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: 14, Reepazo/Baerlie
Monsters
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 B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
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 B
Traits:
Elite
Siren
To Defeat:
Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.~If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barriers
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:
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:
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 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 B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
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:
Magic
Melee
Slashing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Attack
Basic
Divine
Fire
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.~After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
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:
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:
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
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 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:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
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
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.
Allies
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 1
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 6
Bury this card to add 1d8 to a combat check at your location.~Discard this card to explore your location. If you encounter a boon, banish it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 6
Discard this card to explore your location. During this exploration, when you would encounter a bane that has the Obstacle or Trap trait , you may instead bury this card to place the bane on the bottom of its location deck.
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 1
Traits:
Human
Noble To Acquire:
Charisma~Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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
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:
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:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 15
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None
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.
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: Aric/VampByDay, Poog/Yewstance, None
Ship's Cabin
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: 2 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Not opened until all locations closed
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings 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.
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:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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
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.
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.
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.
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.
| Reepazo #123480-1005 |
Reepazo watches Poog and Scribbleface flee in terror. Reepazo also wants to run away, but looking at her horseslicer in her hand she tries to be brave and kill the beast. The horse runs towards her and kicks her before she can do anything.
Damage: 1d4 ⇒ 3 not so good
discarding giant slug, immolate, cure (sorry!!!! I need the blessing and the horsechopper for the check!!!)
revealing horse chopper+1, using botgobs as Blessing of Calistria
Kill Stomp DC14: 1d8 + 1 + 1d10 + 1 + 1d8 ⇒ (6) + 1 + (4) + 1 + (4) = 16 success
Reepazo sinks the blade deeply into the horse's stomach from below. Warm blood covers the bug lady's face and she screams and laughs. Stomp drops to the ground and Reepazo jumps to the side before the big beast falls on her head.
"Stomp is dead, stomp is dead. I killed it. You did not. Stupid noisy, stomping beast." she sings and kicks the dead animal's body. She wipes the blood from her blade and her face. "Wait! Poog! Scrib!"
attempting to close the location with Scribbleface' blessing of Hadregash, unfortunately I can't switch to bug mode
Dex DC7: 1d8 + 1d8 ⇒ (4) + (3) = 7 success
turn finished, updating hand in the deckhandler on my cell phone, but can't post it here since gdrive is blocked on the company network
| 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: 15, Aric/VampByDay
Monsters
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:
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
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire 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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Barriers
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:
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:
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:
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.
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 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.
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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 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
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~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
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 1
Traits:
Acid
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.~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 9 check to recharge this card instead of discarding it.
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
Armors
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 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:
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
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
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 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:
Basic
Object
Poison
Vermin To Acquire:
Wisdom~Survival 8
OR Discard a card
Banish this card to evade your encounter with a monster.~Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.~After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
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 B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.
Allies
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
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:
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:
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.
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:
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 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
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
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 14
Blessings Deck
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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Baerlie, None
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: Poog/Yewstance, None
Ship's Cabin
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: 2 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/VampByDay,
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings 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.
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:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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
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.
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.
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.
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.
| Scribbleface/Not-Scribbleface |
Start of turn, BotGods.
Seeing Reepazo take care of the dreaded Stomp, Not-Scribbleface turns to Poog.
"You stay here, and help Bug Lady get back up to cabin with Vorka. I'll go up early and see if I can't disarm any traps she has."
Then, without waiting for an answer, Not-Scribbleface runs off for Vorka's Cabin.
Start of turn move to Ship's Cabin, free explore. Augry
Vs. DC 6: 1d8(Int): 1d8 ⇒ 7
Acquired
As he sneaks up to the door, he sees a forgotten piece of parchement that has been jammed under a piece of lumber. He recognizes it as a scroll of a spell of some sort. Knowing Poog would just set it on fire for having words, he carefully grabs it (remembering that scrolls should NOT be torn up and covered in bug guts) and tucks it away in his pants for later use. Then he sees a spider and picks it up. He puts it under the door to see if anything inside reacts to it before he goes in himself.
Discard spider to examine, then explore, Ship's Cabin. BotGods
Oddly, the spider returns with a generic holy symbol. As Not-Scribbleface tries to figure out what to do with this, he sees Poog coming up from behind.
Hand: Augry-Location, Blessing of the Gods-Location, Mask of the Red Raven, Signal Wistle, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Feel free to use BotGods Poog. I had planned to change this turn, but I guess not. I'll hand off Augry to one of you two next turn.
Sideboard cards: Sickle, Kama, Punching Dagger,
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 ([X] 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 Gorum discarded from the blessings deck.
Poog moves to the Ship's Cabin and takes his free exploration.
Poog grumbles, chasing after not-Scribbleface.
"Hey dumb dumb! I'm big hero here and I'm big leader and I'll show you and beat Vorka and you'll just be silly no-name very lame goblin!" Poog yells, puffing out his chest and proud of his clever insults.
Ship's Cabin Card 2: Blessing of the Gods
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Poog runs after lame no-name not-Scribbleface, but loses sight of him as they delve further underneath the ship, under the decks. Poog grumbles and tries to summon a little flame on the end of a stick to look around.
Poog sets aside Wand of Detect Magic to examine the top card of the , and may encounter it if it is a blessing or has the magic trait.
Ship's Cabin Card 3: Scout
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.
Divine 6 (Recharge): 1d10 + 3 ⇒ (5) + 3 = 8 -> Wand of Detect Magic recharged.
Poog stifles a yelp and drops his flamey-magic-stick as he sees something that isn't not-Scribbleface. Looked more like a longshanks; here in Vorka's territory? Poog covers his mouth to stifle his whimpers as he hears the longshanks getting closer and closer, whilst he hides behind the ship's mast, hoping they didn't see him or didn't carry any stabby-tools.
Hm... I'd like to explore again, but I'm not well-suited to eating the damage, especially because I want to keep my Potion of Fortitude in hand.
Poog ends his turn and resets his hand.
Hand: Blessing of Bark Breaker, Potion of Fortitude, Magical Child, Dogslicer 2, Fire Snake,
Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: If you need the magic trait to your check, Magical Child is free to use.If any Fortitude check becomes possible, please use my Blessing of Fortitude. I explicitly want to banish it.
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! |
Damn, I messed up. Missed the Blessing of the Gods explore on Scribbleface's turn. Also, I didn't correctly add the Blessing to my hand anyway; because apparently I'm up too late and making mistakes. Ugh.
Same start to the turn, but my first exploration encounters Scout. (See above)
BYA Ranged Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 -> BYA: Poog takes no damage.
Poog reveals and discards Dogslicer for combat.
Combat 9: 1d8 + 1 + 2d6 ⇒ (2) + 1 + (1, 3) = 7 -> Scout Defeated.
Poog jumps from his hiding spot as the longshanks gets closer, ambushing them before they can loose a shot, hacking at their knees until they stumble then hacking at their neck until dead, then cheering and dancing on their corpse! Poog best hero!
Poog sets aside Wand of Detect Magic to examine the top card of the Ship's Cabin, and may encounter it if it is a blessing or has the magic trait.
Ship's Cabin Card 4: Wooden Shield
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.
Divine 6 (Recharge): 1d10 + 3 ⇒ (2) + 3 = 5 -> Wand of Detect Magic recharged.
Poog picks up his magic-fire-stick, and looks around. He finds a bit of the wood is rotted and all crumbly, and he tugs hard on a plank, stretching and bending it until it snaps off with enough force to rattle one of his magic-drinks off the rather careless 'strap' binding it to his belt. Poog doesn't notice, and is more focused on swinging the rotting wood-plank. Could make a good beating-stick, but maybe not.
Nice! Poog discards Magical Child to explore and encounter the Wooden Shield.
Poog banishes Potion of Fortitude to automatically acquire the Wooden Shield. Finally got rid of the potion!
Poog ends his turn and resets his hand, choosing to discards Wooden Shield.
Hand: Blessing of Bark Breaker, Garrote, Blessing of Hadregash, Cure, Fire Snake,
Displayed:
Deck: 2 Discard: 6 Buried: 2
Notes: I've got a weapon, though not necessarily a good one, and I wouldn't mind being handed something more consistent. I'll be curing myself before the start of my next turn unless it's critical for someone else. My blessings are free to use!
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: 17, Reepazo/Baerlie
Monsters
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 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 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.
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.
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
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:
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.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Task
Dare
To Defeat:
Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
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.
Weapons
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 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.
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 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:
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 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.
Spell 1
Traits:
Arcane
Divine
Magic
Poison To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Display this card next to a location. While displayed, characters at that location add 1d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 1 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge this card instead.
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
Magic
Mental To Acquire:
Intelligence~Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.~If you do not have the Arcane skill, banish this card.
Armors
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
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
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
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 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Items
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.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
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.
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Allies
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 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~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:
Animal
Pet
Owner: Owner: Mogmurch To Acquire:
Wisdom~Survival 4
Put this card on top of another character's deck to add 1d4 to your Intelligence check.'~Discard this card to explore your location.
"Why's this toad not caught on fire?~Mogmurch keeps it off the pyre!"
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:
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
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:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
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
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
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: 12
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 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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Baerlie, None
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
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: 1 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance,
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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
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.
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.
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.
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.
| PC Bot |
gears shifting
Reepazo explores
recharge fire blade for bug form
Goblin Pyro DC 8 combat: 1d12 + 2d6 + 1 ⇒ (11) + (4, 1) + 1 = 17 defeated
discard Alchemist Fire to AYA
recharge Spyglass from scenario rule (Defeated goblin)
recharge fireblade to end bug form
reset hand and end turn
Hand: Blessing of Hadregash, Blessing of the Gobs 3, Horsechopper +1, Dogslicer, Crocodile Skin Armor,
Displayed:
Deck: 4 Discard: 7 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>
gears screech to a stop
| Scribbleface/Not-Scribbleface |
Time Marches on, BotGods
Seeing as how everyone piles in the door, Scribbleface decides to move around to the other side and cover the back. Before he does though, he slips the scroll of Augry into Poog's back pocket without him knowing.
Hand of Augry to poog, who's low on cards right now.
Start of turn, Explore. VORKA!
Vorka
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
He begins creeeping around tot he back, only to discover VORKA is also creeping up on the back door from the opposite side, preparing to ambush Poog and Reepazo. She turns and sees the Gob Knight.
"Who you?" She asks incredulously. Smiling, the Goblin just pulls his Red RavenScribbleface mask from his pouch and ties it on.
"Oh no! Scribbleface! Scribbleface is here! she shouts.
Recharge mask of the Red Raven to Change into Red RavenScribbleface. Trading out Punching Dagger for Signal Whistle
BYA Acrobatics Check, DC 7: 1d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13
She tries to let lose a fire spell, but Scribbleface just does a backflip and the fire passes harmlessly under him. He lands with blade drawn and throws his punching dagger into her arm before slashing at her with his springblade.
Recharge punching dagger to add a d4.
combat check DC 15, 1d10+1(dex)+1d4+1(weapon)+1d4(punching dagger)+1(weapon property)+3(melee skill): 1d10 + 2d4 + 6 ⇒ (8) + (3, 2) + 6 = 19
Vorka is compleatly unprepared for this onslaught, and staggers back. She draws up a ball of fire to use against him again, however.
Combat check DC 12, 1d10+1(dex)+1d4+1(weapon)+1(weapon property)+3(melee skill): 1d10 + 1d4 + 6 ⇒ (7) + (1) + 6 = 14
But Scribbleface is too fast and ducks under her arm and cuts her again. Vorka howels in pain and staggers back. She then starts running around the other side of the cabin's outer walkway, trying to escape.
Vorka is evaded and put on the bottom of the deck. I don't have any other way of exploring except a blessing, and I'm going to save that for Poog.
Scribbleface throws open the back door to see Poog and Reepazo stunned. In his best low groweley voice, he shouts to them: "I know you hate me, but I just read books, Vorka keeps DOGS and HORSES and EATS OTHER GOBLINS. And I will help you kill her! Who is your real enemy right now? Find her and take her out. And, uh, take her stuff!"
Vorka is now on the bottom of the deck. Need to get through the entire deck before we kill her, or she'll just keep retreating down. So try not to shuffle the deck, I guess, is what I'm saying.
Hand: Vulture, Blessing of the Gods-Location, Thieves' Tools, Spring Blade +1,
Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: Poog is free to use my blessing, or Reepazo if she really needs it.
Sideboard cards: Sickle, Kama, Signal Whistle,
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 is handed Augury by Not-Scribbleface.
Poog stares, wide eyed. Scribbleface makes his impassioned plea whilst Poog just stares silently, patiently, until Scribbleface is finished.
".....AAAHH SCRIBBLEFACE HERE TO BLEED OUR MIND-WORDS OUT FROM OUR SKULLS AAAHHHHH!!!" Poog runs in the opposite direction to Scribbleface, not really having listened to anything spooky-scrawl-face-Scribbleface said.
Poog starts his turn.
Blessing of Calistria discarded from the blessings deck.
Poog hands off Blessing of Hadregash to Reepazo.
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 Goblin Pegleg and Immolate from his discard pile into his deck, recharged pile cleared. It really feels like I roll 1s on Cures an improbably large percentage of the time during my PbP tables.
Divine 8: 1d10 + 3 ⇒ (7) + 3 = 10 -> Cure recharged.
Poog takes his free exploration.
Ship's Cabin Card 3: Dagger
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.
Poog recharges Blessing of Bark Breaker to explore his location. A random player at his location is dealt 1 Fire damage.
Player (Poog/Reepazo/Scribbleface): 1d3 ⇒ 3 -> Scribbleface takes 1 Fire Damage.
Ship's Cabin Card 4: Holy Light
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.
Poog screams, running through the underdeck of the ship whilst wildly throwing fire and any bits of metal or wood he gets his hands on behind him, knowing Scribbleface is in pursuit, imagining the evil word-goblin brandishing a giant, deadly quill. Evil Scribbleface laughs and laughs, growing enormous in Poog's vision as he lifts Poog easily with a giant hand and places him in a giant inkwell. Poog tries to climb to freedom, but the walls are too high and giant-Scribbleface pokes him with his quill, stabbing and making Poog bleed and his goblin-blood filling the container. Scribbleface laughs and wets his quilltip with Poog's blood and draws out an enormous sheet of paper and writes a word in giant, cursive font. Scribbleface turns the paper to show Poog what he has written.
P-O-O-G
Poog screams.
Poog sets aside Augury to examine the top 3 (well, the last 2) cards of the location deck, naming monster.
Ship's Cabin Card 5: Conch Shell -> Shuffled back.
Ship's Cabin Card 6: Potion of Vision -> Shuffled back.
Ship's Cabin Card 7: Vorka -> Placed on the bottom of the location deck.
Divine 8 (Recharge): 1d10 + 3 ⇒ (7) + 3 = 10 -> Augury recharged.
Reepazo and Scribbleface find Poog very shortly later, knocked out cold and mumbling and squirming in his sleep in a nightmare. In Poog's haste to run away he had almost immediately hit his head on the low-handing, decaying planks in the shipwreck.
Scribbleface has read books on head injuries, and reasons that Poog may not even remember what he had seen when he wakes up.
Poog ends his turn and resets his hand. He'll be napping until the game is over. :)
Hand: Immolate, Garrote, Goblin Plate +1, Dagger, Fire Snake,
Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes: You two can take care of things from here, I'm sure. Good luck!
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,
Scribbleface takes 1 fire damage.
Reepazo is handed a Blessing of Hadregash.
| Scribbleface/Not-Scribbleface |
Off turn, Scribbleface displays vulture and passes Thieve's tools to a random ally instead of taking fire damage.
On a 1, Poog, on a 2, Reepazo: 1d2 ⇒ 2
As Poog runs off screaming into a low-hanging log and knocks himself out, he flings a hot ember into Scribbleface's hand, making him drop his lockpicks. Luckily his trained FalconVulture grabs them from midair and tosses them back into the building, where they land at Reepazo's feet
Lockpicks given to Reepazo. You can hand them back on your turn if you want.
| 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: 20, Reepazo/Baerlie
Monsters
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 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.
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:
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:
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 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:
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:
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
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.
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.
Weapons
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 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
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.
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.
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 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.
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
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.
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 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
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:
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Items
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:
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:
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
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Allies
Ally B
Traits:
Animal
Aquatic
Basic To Acquire:
Wisdom~Survival 5
Reveal this card to reduce Combat damage to you by 1.~Discard this card to explore your location.
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:
Human
Wizard To Acquire:
Intelligence~Arcane 7
OR Charisma~Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Ally 1
Traits:
Human
Noble To Acquire:
Charisma~Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
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 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
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:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 9
Blessings Deck
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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Baerlie, None
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
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance,
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.
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
| PC Bot |
Gears shifting
Been 24 hours and wanting to get this scenario wrapped up because the boons for this event are arguably better than the next event so going to bot Reepazo's turn
Reepazo gives Thieve's tools to Poog.
Reepazo explores and finds a Potion of Vision
Potion of Vision DC 4 int: 1d6 ⇒ 3 banished
Discard BoHagredash(poogs) to explore
Conch Shell DC 8 wid: 1d8 + 1 ⇒ (2) + 1 = 3 banished
Discard next BoHagredash(self's) to explore and find villain
BYA DC 7 dex: 1d8 ⇒ 1
Damage: 1d4 ⇒ 1 recharge crocodile skin armor
Use Dogslicer (discard) and bless self (BotGobs, buried to acquire BoSarenrae(which is then recharged))
Vorka DC 15 combat: 2d8 + 2d6 + 1 ⇒ (6, 1) + (2, 5) + 1 = 15 passed
Use Horsechopper and blessing from scribbleface
Vorka DC 12 combat: 2d8 + 1d10 + 1 ⇒ (7, 1) + (1) + 1 = 10 discard Horsechopper for reroll
Vorka DC 12 combat: 2d8 + 1d10 + 1 ⇒ (8, 2) + (10) + 1 = 21 defeated
We win!
Gears screech to a stop
| BR redeux |
Development
A red chest in Vorka’s cabin is the object of your quest. It
contains several fireworks—more than enough to satisfy
the chief for at least a fewdays.
See the fireworks, hear them boom.
Watch those longshanks feel their doom.
Tasty roasted dog and horse
Are the Licktoads’ nextest course!
Reward:
Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
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 armor Goblin Buckler Gun; the items Goblin Lockpick or Goblin Skull Bomb. At the end of each scenario, return the promo card. These have been added to Loot spreadheet
Characters completing the third scenario at their tier do not gain any feats.
Deck Upgrades
Vulture (Ally B)
Wooden Shield (Armor B)
Half-Plate (Armor B)
Blessing of Sarenrae (Blessing B)
Blessing of Calistria (Blessing B)
Blessing of the Gods (Blessing B)
Potion of Fortitude (Item B)
Spyglass (Item B)
Spyglass (Item B)
Mattock (Item B)
Holy Light (Spell B)
Charm Animal (Spell 1)
Augury (Spell B)
Dogslicer (Weapon 1)
Shortbow (Weapon B)
Garrote (Weapon B)
Dagger (Weapon B)
Go ahead and post your boon roll, deck upgrade selection, and any loot decisions in the discussion tab
| BR redeux |
2B-1D: REVENGE OF THE LONGSHANKS
Longshanks adventurers, led by the meddling pointy-eared
Shalelu think they can hunt down your tribe. But, you are
mightiest goblins ever, bringers of fireworks and slayers of
Lotslegs! It is time to slaughter the elf and save your tribe. And
along the way you will sing a throatsome song!
We be Licktoads! We make raid!
Put the Longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!
Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Licktoads—you be food!
Villain:
Villain 1
Type: Monster
Traits: Elf Ranger
To Defeat: Combat~Stealth 10 THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
Henchmen:
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
During this Scenario:
• When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
Note that this rule has been modified for PBP. In real life it is a timer-based rule
| 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.
• Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die. (Available to Poog, Reepazo, Scribbleface)
During This Scenario: • When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
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, Aric/VampByDay
Monsters
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.
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.
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
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barriers
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 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:
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:
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:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapons
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 skill + 1d4; you may additionally recharge this card to add another 1d4. ~On your combat check, if you played another weapon, discard this card to add 1d4.
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 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:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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.
Spells
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:
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.~After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Acid
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.~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 9 check to recharge this card instead of discarding it.
Spell B
Traits:
Attack
Basic
Divine
Fire
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.~After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
Armors
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 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.
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
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:
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 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.
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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence~Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
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.
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:
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:
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:
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:
Charisma~Diplomacy~Arcane~Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.~Recharge this card to add 1d6 to your check to recharge a card with the Magic trait.
Blessings
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 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:
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
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 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.
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: 29
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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.
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 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 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 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 Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
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.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
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.
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.
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.
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:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.~If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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:
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."
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.
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.
Villain 1
Type: Monster
Traits:
Elf
Ranger
To Defeat:
Combat~Stealth 10
THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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.
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 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.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 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.
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.
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
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 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.
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.
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.
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: 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.
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.
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.~If undefeated, after the encounter, discard the top card of your deck.
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.
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.
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.
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.
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
| Poog, Bestest of Zarongel! |
Let me know if any of these loot want to be claimed by other players, especially the blessings (which are somewhat worse for Poog than other party members, sort of; because the BoZarongel is best played on Poog's checks, triggering his ability when it's from someone else).
LOOT: Walking Stick -> Goblin Pegleg (Yeah, I decided to keep this until I pick up a better weapon.)
LOOT: Armor of the Sands -> Goblin Buckler Gun (Scribbleface; Let me know if you want this, as a dexterity-based fighter, but I haven't heard it claimed yet)
LOOT: Blessing of the Gobs -> Blessing of Zarongel
LOOT: Blessing of the Spellbound -> Blessing of Zogmugot
Poog starts at whichever location Reepazo starts at.
Starting hand is below in spoilers, as starting locations have not been finalised.
Hand: Blessing of Zogmugot, Blessing of the Spellbound, Blessing of Bark Breaker, Wand of Detect Magic, Blessing of Zarongel,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Gah!? I've never, in all of my years of PACG, experienced a character with this insane tendency to start with starting hands comprised of 80% blessings (discounting Monks). Poog doesn't even actually carry that many; it's just his favored card type!Well, I've got blessing support available. If Reepazo has a spare attack spell or weapon I would appreciate being handed it so I can fight - I'll hand a blessing to her on my turn. In addition, Magical Child can be used so that players may properly kill incorporeal enemies.
Sideboard cards:
| Scribbleface/Not-Scribbleface |
Before Turn Starts: Poog, I only have two armors. One is already the Sweet Dragon Costume (which reduces fire damage) and the other is Stalking armor, which is actually pretty good (Bonus to perception and stealth checks) so I'm okay with you taking the buckler gun.
Well, I'm Terrible at closing ALL of these locations. I guess I'll go to the farmhouse as it is the one I have the best option of closing. Taking First Turn because BR said it was okay.
Starting. BotGods on top. Ooh, starting hand has Thieve's tools, Might be able to close junk beach as well. I'm starting as Not-Scribbleface/Aric
As the Triumphant Goblin Triumverate returns from their successful raid on Vorka, Poog and Reepazo regale Not-Scribbleface with tales of how they 100% definitely killed Scribbleface AND Vorka, and how Scribbleface is a meany and stupidface anyhow. Not-Scribbleface just nods and agrees for the most part. "It too bad . . ." Not-Scribbleface comments. "Before his fall to darkness, I heard he was handsome and smart and shut up I'm not thinking about him let'schangethesubject."
Just then, Reepazo notes that a hunting party is tracking them, led by pointy-ear longshanks. Not-Scribbleface crouches. "Need get fireworks to chief gutwad. Each take some, then go seperate ways. If one gets captured or killed, other's give fireworks to chief and get all the glory-I mean . . . no, that what I mean. Me go to longshanks building over there. Longshanks never think to look in own building."
Before the others can argue, Scribbleface dashes off to the farmhouse.
Start of turn, switch to Red Raven Scribbleface. Initial explore. Pit Trap. Well, there go my Thieves' tools
As Not-Scribbleface starts bounding across the forest to the abandoned farmhouse, he starts shedding his "Not-Scribbleface" persona and become Scribbleface once more. However, halfway there he notices a large pit trap has been set up.
"Clever, they've set up traps. I'd have done the same," he muses in a dark, gravely voice before adding: "Y'know, if I knew anything about traps." He pulls out his Thieves' Tools along with the introductory booklet that comes with them "So you want to disarm pit traps."
Discard Thieves' Tools. Free Explore from Pit Trap: Short sword. Encounter.
Auto-Acquire, Melee vs. finesse is 1d10+1(dex)+3(melee skill)
As he carefully moves around the (mostly) disabled pit trap, he notices that a Short sword was used as part of the construction of the trap. Scribbleface picks it up easily.
Discard Vulture to explore again: Zombie Giant.
After grabbing the sword, Scribbleface releases his falcon vulture to scout ahead, but as his noble bird takes to the sky, a giant hand appears from the treetops and bats away by the vulture, it is an EXTRA-Longshank. For a moment, Scribbleface is stunned by fear, but then he remembers that he is the Gob Knight! And if he doesn't defeat the monster . . . well it is his job to defeat the monster. Also, looks half-dead anyway, so might not be a problem.
Scribbleface runs towards the creature, nimbly dodging out of the way of its attacks, and throws his newly-acquired shortsword into the thing's hide.
DC 13 Vs. 1d10+1(Dex)+1d6(shortsword)+1d6(Discarded)+3(Finesse skill): 1d10 + 2d6 + 4 ⇒ (8) + (1, 1) + 4 = 14
Defeated.
Having felled the beast, Scribbleface takes a moment to tend his injured falconvulture.
End turn, reset hand.
Hand: Spring Blade +1, Psychic Detective, Blessing of Achaekek, Quick Change Mask,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards: Blessing of Hadregash, Blessing of the Gobs-A, Punching Dagger,
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 ([X] 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 fawns over the collected fireworks, unable to contain his excitement. These things turn fire into EXPLOSIONS with POPS and COLOUR. He saw some long, long ago and the roared with the fury and glory of the goblin gods, and they are an inspiration to all and he, Poog the Greatest, will be the first to light them over the Licktoad Camp and earn the awe of the tribe! Maybe so much awe that they will stop listening to fat big chief and instead think of new chief that Zarongel always said was the best. Poog the great is bestest goblin of the Licktoads!
Poog is certain to talk up his achievements, including - of course - his brave and fearless defeat of Scribbleface for good! Poog didn't quite remember doing so, but that's what must have happened. Zarongel must have given Poog the fury of a terrible and great monster to fight the evilest of evil goblins! Yes, that's what must have happened.
But knifey longshanks now here? Poog has to go hide the fireworks before they steal them away. Yes, that's definitely what he's doing; bravely hiding the goblin spoils rather than running away from scary longshank hunters.
So as the GM notified us, the Henchmen in this scenario actually let us automatically close the location it came from (as do Villains all the time), so we shouldn't ever have to care about closing checks.
And as mentioned in my spoilered opening hand, these blessing-full opening hands are driving me a teensy bit crazy.
Poog starts his turn.
Blessing of Lamashtu discarded from the blessings deck.
Poog sets aside Wand of Detect Magic to examine the top card of the , and may encounter it if it is a blessing or has the magic trait.
Desecrated Vault Card 1: Trapped Passageway
Divine 6 (Recharge): 1d10 + 3 ⇒ (1) + 3 = 4 -> Wand of Detect Magic buried.
Poog passes Blessing of Zarongel to Reepazo.
Poog moves to the Farmhouse. With only 2 monsters left as normal banes, it's the safest location.
I don't believe Scribbleface will mind, but I really need a weapon. Poog buries Blessing of Zogmugot to draw Short Sword from Scribbleface's discard pile.
Poog takes his free exploration.
Farmhouse Card 1: 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 reveals Short Sword for combat, and Reepazo discards a blessing (if she has none she'd rather discard, she discards the Blessing of Zarongel I gave her) to add a die.
Combat 10: 2d8 + 1 + 1d6 ⇒ (3, 1) + 1 + (3) = 8 -> Really? With 2d8+1d6 to hit a 9? Arrgh. Hellhound undefeated and shuffled back into the Farmhouse. I could use the once-per-adventure rule to add more dice, but I'd probably still get a handwipe and shuffling this monster away is basically as good as killing it; best save the reward for a henchman or villain.
Poog's running takes him past the Farmhouse, but in his haste he trips and falls as he runs past it; his stash of fireworks falling from his grip in the process. He yelps and tries to pick them up, but somehow in his scrambling he must have made a spark or accidentally cast some fire, because one of them is fizzing and goes off in his hand! Poog yelps and drops the sparking, banging firecracker, his hand burnt as it pops and jumps along the ground, then bounces high into the sky from a particularly big BANG and lands on the thatched roof of the farmhouse, continuing to spark and setting the thatch on fire!
Poog points and laughs, overjoyed at the misfortune of the longshank owner of the ugly house, largely ignoring the fact that it was abandoned. Then Poog stops his laughing. Um, wasn't not-Scribbleface going to explore that place? Was he inside?
Oh. That fire is burning quite a lot, and is pretty hot. Not-Scribbleface is probably fine; Poog's gonna run before any other longshanks see the smoke and investigate!
Poog takes 2 Combat damage, then 1 fire damage, causing him to discard the remaining 3 cards of his hand. Scribbleface takes 1 Fire Damage. Reepazo shuffles 1 card from her discard pile into her deck from Poog's power.
So I had an awful opening hand, the bad luck to hit a monster in the safest possible location in terms of bane ratio, hit a monster that had an AoE and got quite low rolls against it. Poog is shaping up to be my second unluckiest PACG character after Estra.
Poog has no cards in hand, end turn and reset hand.
Hand: Goblin Buckler Gun, Goblin Pegleg, Immolate, Fire Snake, Dogfinder,
Displayed:
Deck: 5 Discard: 3 Buried: 2
Notes: 0 cards cleared, 6 cards in some way removed from my 5 card starting hand hand (1 handed off and shuffled into another's deck, 2 buried, 3 discarded, one of which was taken from Scribbleface). What a costly, pointless turn; I hate starting without weapons and desperately wish I could make them my Favored Card Type.The silver lining is that I've drawn the excellent Dogfinder, which I'll immediately use. Refer to my notes in the following post for more info.
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,
PLAYER REWARDS:
Desecrated Vault Card 1 is known.
Reepazo has been handed Blessing of Zarongel, which was then discarded, then shuffled back; be sure to add it to your deck.
Scribbleface's acquired Short Sword was drawn from his discard pile by Poog.
Scribbleface was dealt 1 Fire damage.
| Poog, Bestest of Zarongel! |
At the start of Reepazo's turn: Poog banishes Dogfinder to draw 1d4+1 random cards from his discard pile into his hand.
Dogfinder: 1d4 + 1 ⇒ (1) + 1 = 2 -> Minimum roll again...? Poog randomly draws Short Sword and Blessing of Bark Breaker from his discard pile into his hand.
Ugh. Minimum roll and I didn't get both blessings. I'd say Poog is beginning to pass Estra as my unluckiest character, but she's rolled a 1 on healing with Honaire no less than 5 times out of 6, so clearly not.
Hand: Goblin Buckler Gun, Goblin Pegleg, Immolate, Fire Snake, Short Sword, Blessing of Bark Breaker,
Displayed:
Deck: 5 Discard: 1 Buried: 2
Notes: Bleah. I've got nothing to provide support with; Blessing of Bark Breaker won't work on other players' checks.
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,
PLAYER REWARDS:
Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
| PC Bot |
gears shifting
Reepazo starts at descrated vault. and draws opening hand.
On Poog's turn she discards BoGobs to bless Poogs check.
On her turn she explores the Vault
Use bogobs and display fireblade for bugform
Trapped Passageway DC 9 dex: 2d12 + 1d6 ⇒ (9, 12) + (4) = 25
Free explore from defeating. She finds a blessing of Erastil
Bo Erastil DC 4 dex: 1d12 + 1d6 ⇒ (5) + (5) = 10 acquired
recharge fireblade to end bug form
Use BoErastil to explore and find cultist
Cultist DC 13 combat: 1d8 + 1d10 + 2 ⇒ (3) + (6) + 2 = 11 discard weapon for reroll
Cultist DC 13 combat: 1d8 + 1d10 + 2 ⇒ (6) + (5) + 2 = 13 defeated
discard BoZarongel to explore and find Longshank adventurers
Assuming Poog wants survival and Scribbleface perception
Reepazo attempts any check that Poog and scribbleface didn't try (lets say acrobatics for now). She auto-fails. She'll take the Combat 13 check
Longshanks DC 13: 1d8 + 2d4 + 3 ⇒ (5) + (2, 3) + 3 = 13 defeated
Immolate DC 7: 1d8 + 3 ⇒ (2) + 3 = 5
Reepazo resets hand and ends turn
Hand: Alchemist's Fire, Blessing of Hadregash, Frilled Lizard, Giant Slug, Crocodile Skin Armor,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: bug form not active.
Mythic Charges: 0 Sideboard cards:
SKILLS AND POWERS
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
| BR redeux |
I'm making a game-update now for after you guys do your checks. Desecrated Vault may be closed as a result. This should at least have the farmhouse shuffled for you
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.
• Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die. (Available to Poog, Reepazo, Scribbleface)
During This Scenario: • When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
Additional Rules: Current Difficulty Increase: +0 (will be +1 after Scribbleface's turn)
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: 4, Aric/VampByDay
Monsters
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.
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:
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
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 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.
Barriers
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 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.
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 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 B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity~Disable 10
OR Strength~Melee 8
If defeated, add 1d4 random items from the box to your hand.~If undefeated, you may banish this barrier.
Weapons
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 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:
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:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 1, count it as a 3, then discard this card.
Spells
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
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 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:
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 1
Traits:
Acid
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.~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 9 check to recharge this card instead of discarding it.
Armors
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
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.
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 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
Heavy Armor
Magic To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.~If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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:
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.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
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.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity~Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.~Recharge this card to succeed at your Stealth check.
Allies
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
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:
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:
Animal
Pet
Owner: Onwer: Poog To Acquire:
Wisdom~Survival 4
Put this card on top of another character's deck to add 1d4 to your Wisdom check.~Discard this card to explore your location.
"Poog has got the meanest pet.~It eats each fly it has met."
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:
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:
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 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 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 B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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: 26
Blessings Deck
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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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.
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 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 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 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 Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
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.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
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.
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.
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.
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:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.~If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
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.
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.
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.
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.
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:
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."
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.
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.
Villain 1
Type: Monster
Traits:
Elf
Ranger
To Defeat:
Combat~Stealth 10
THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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.
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 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.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 3 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, None
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
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 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.
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.
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.
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, Poog/Yewstance, None
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
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.
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.
| Poog, Bestest of Zarongel! |
Short post, no flavour; just fighting Longshanks Adventurers. Poog chooses Survival for the check to defeat.
Survival 8: 1d10 + 2 ⇒ (2) + 2 = 4 -> Failure, attempting combat check instead.
Poog sets aside Immolate for combat. Immolate causes the check to invoke the fire trait, so Poog gets an additional 1d6.
Combat 13: 1d10 + 3 + 2d4 + 1d6 + 1 ⇒ (8) + 3 + (1, 2) + (6) + 1 = 21 -> Longshanks Adventurers defeated for Poog; Scribbleface still needs to attempt to do so.
Divine 8 (Recharge, Divine, Fire): 1d10 + 3 + 1d6 + 1 ⇒ (3) + 3 + (2) + 1 = 9 -> Immolate recharged.
Hand: Goblin Buckler Gun, Goblin Pegleg, Fire Snake, Short Sword, Blessing of Bark Breaker,
Displayed:
Deck: 6 Discard: 1 Buried: 2
Notes:
Sideboard cards:
| Scribbleface/Not-Scribbleface |
Off turn. Dunno why you thought perception, I’m going to either use stealth or acrobatics, (d10+3 vs d8+2). Since Reepazo chose acrobatics I’ll do stealth.
Stealth vs DC 8: 1d10+1(dex)+2(stealth): 1d10 + 3 ⇒ (7) + 3 = 10
| Scribbleface/Not-Scribbleface |
Off turn-Dunno why you’d think perception, which is a d8+2, while acrobatics and stealth is d10+3. I’ll do stealth since Reepazo did acrobatics
Stealth DC 8 vs 1d10+1(dex)+2(stealth): 1d10 + 3 ⇒ (7) + 3 = 10
defeated
Scribbleface sees a gaggle of longshanks (and a shortshank-uh, Dwarf, right?) running from Poog who has lit them on fire. He quickly hides behind a tree and waits for them to pass, ready to stab them in the back as they pass, but then sees that they are headed toward the desecrated vault, where Reepazo is. Remembering how Reepazo bulked out to kill stomp, and figures she’s probably okay.
Start of turn, blessing of the gods.
Remembering how Poog reacted last time to seeing Scribbleface, the Gob Knight decides to sneak away to the Junk beach to see if there is a route back to the tribe from there.
Move to Junk beach. At end of move step, examine top card: Plague Zombie. Explore. Displaying springblade+1
Scribbleface sneaks up on the beach and sees a dead longshanks moving around. Probably left by adventurers to make tribe sick. Best kill it before it does any harm.
Combat 11 VS. 1d10+1(Dex)+1d4+1(weapon)+1(weapon power)+3(melee skill): 1d10 + 1d4 + 6 ⇒ (3) + (1) + 6 = 10
*sigh* of course I roll terrible. Discard springblade to add a d4 to the check and pass, as I only fail by 1. End turn, reset hand.
Hand: Stalking Armor, Clockwork Spy, Blessing of Achaekek, Quick Change Mask,
Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes:
Sideboard cards: Blessing of Hadregash, Blessing of the Gobs-A, 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.)
| 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.
• Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die. (Available to Poog, Reepazo, Scribbleface)
During This Scenario: • When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
Additional Rules: Current Difficulty Increase: +1 (will be +1 after Scribbleface's turn)
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
Monsters
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:
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 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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barriers
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
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.
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:
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:
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.
Weapons
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 skill + 1d4; you may additionally recharge this card to add another 1d4. ~On your combat check, if you played another weapon, discard this card to add 1d4.
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
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength~Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
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.
Spells
Spell 1
Traits:
Arcane
Divine
Magic
Poison To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Display this card next to a location. While displayed, characters at that location add 1d6 and the Poison trait to their combat checks. At the end of the turn, each character at that location is dealt 1 Poison damage, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge this card instead.
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.
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
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~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:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
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
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:
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.
Items
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.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item B
Traits:
Accessory To Acquire:
Intelligence~Craft~Wisdom~Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Allies
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:
Human
Wizard To Acquire:
Intelligence~Arcane 7
OR Charisma~Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom~Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.~Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.
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.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma~Diplomacy 7
Banish this card to add 1d6 to your check.~Banish this card to return a card from your discard pile to your hand.
Blessings
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 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 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
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:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 25
Blessings Deck
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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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.
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 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 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 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 Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
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.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
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.
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.
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.
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:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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.
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:
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."
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.
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.
Villain 1
Type: Monster
Traits:
Elf
Ranger
To Defeat:
Combat~Stealth 10
THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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.
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 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.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Desecrated Vault
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reepazo/Baerlie, None
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, None
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
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.
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.
| Poog, Bestest of Zarongel! |
Poog squeals as a crossbow bolt thuds into a tree beside him as he runs to the forest. A longshanks with a string-bow-machine! Poog throws fire at him wildly as he runs, hoping the adventurer will give up.
Poog starts his turn.
Poog moves to the Deeper Dungeons, as long as I've got a combat-oriented hand, and takes his free exploration.
Poog keeps running, through the forest and to an odd series of ruins, where he runs inside to hide from the longshanks.
Deeper Dungeons Card 1: Ghost
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.
Poog reveals and discards Short Sword for combat.
Reepazo discards Blessing of Hadregash to add a die.
Combat 12+1 = 13: 2d8 + 1 + 2d6 ⇒ (3, 1) + 1 + (4, 1) = 10 -> Really!? with 2d8+2d6+1? Poog takes 3 combat damage, and recharges Goblin Buckler Gun to reduce it by 2, then discards Goblin Pegleg to damage. Ghost undefeated and shuffled back in. Reepazo shuffles 1 random card from her discard pile into her deck.
EEEEEK! THE RUINS ARE HAUNTED AAAAAAAAAAAAAAAAH!
I was going to explore again with my Blessing of Bark Breaker, protecting myself from the fire damage with my shield... but there goes that plan. Poog ends his turn; both of his turns have effectively done nothing in helping the team; or hurt the team as much as it helped. Zarongel damn it.
Poog ends his turn and resets his hand.
Hand: Flybreath, Blessing of Hadregash, Fire Snake, Torch, Blessing of Bark Breaker,
Displayed:
Deck: 4 Discard: 3 Buried: 2
Notes: Blessing of Hadregash if you need it. Where's my damn Cure spell?
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,
PLAYER REWARDS:
Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
| Reepazo #123480-1005 |
discarding Blessing of Hadregash during Poog's turn, shuffling 1d6 ⇒ 2 Horsechopper +1 back into deck
using Blessing of Hadregash from Poog, sacrificing Giant Slug to boost the blessing to 2d8
Reepazo moves to the Woods where she spots a strange creature with multiple legs behind one of the bushes. She wonders how it can breathe when suddenly the creature lashes out at her.
Combat DC13: 1d8 + 1 + 2d8 ⇒ (2) + 1 + (6, 2) = 11 recharging croc armor for 2 points of damage
turn finished, resetting hand
Hand: Alchemist's Fire, Frilled Lizard, Horsechopper +1, Burning Snot, Dogslicer,
Displayed:
Deck: 5 Discard: 6 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 [X]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 |
Start of turn, change into not-Scribbleface/Aric. Change out clockwork spy for punching dagger in Kit. Time marches on-Blessing of Irori
Scribbleface figures that he’s too exposed on the beach and changes back to not-Scribbleface in case Poog or Reepazo see him. Then he keeps exploring the beach.
Explore-Treasure Map. Knowledge 6 to defeat
Not-Scribbleface sees a map. He pretends to be all angry at writing to maintain his cover, but secretly tries to read it as he pitches his fake fit.
Vs DC 6: 1d8(Int)+2(Knowledge): 1d8 + 2 ⇒ (4) + 2 = 6
Success, examine next card: Ghost. Do not encounter
While running around, Not-Scribbleface sees the treasure map isn’t a map at all, but warns of a Ghost that haunts the Junk Beach.
”Uh, Poog? Reepazo? Not-Scribbleface know where nasty Longshanks ghost is for. . . Uh, reasons. Definitely not because of reading, me hate reading. Maybe you kill with magic fire?”
*Sigh,* End turn. We are having a string of rotten luck aren’t we? Okay, I’ll end turn and reset hand.
Hand: Stalking Armor, Punching Dagger, Blessing of Achaekek, Kama, Quick Change Mask, Dogslicer +1,
Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes: Minor upturn in luck, got my magic Dogslicer so I can go after the ghost next round.
Sideboard cards: Blessing of Hadregash, Blessing of the Gobs-A, Clockwork Spy,
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 ([X] 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! |
Still catching up from the whirl of activity from the forums just coming back, so my turn will be in a little while.
However, I wanted to point out (after looking at Reepazo's deck handler) that I'm pretty certain that she missed a heal from Poog. I passed her the Blessing of Zarongel as my first action of the game, and she used it on me before her first turn, so it should've been healed back into her deck (and she hasn't redrawn/re-used it); yet it remains in her discard pile.
Also, since she had a card shuffled into her deck after recharging Fire Blade, it should be cleared from her recharged pile (as her deck was shuffled, so cards prior to that will no longer be at the bottom of her deck).
| Poog, Bestest of Zarongel! |
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Well, I might fight a Ghost if I stay here, and I certainly will at the Beach, so lets try my luck at the Farmhouse again.
Poog moves back to the Farmhouse and takes his free exploration.
Farmhouse Card 1: Guide -> Scenario rule. Guide is banished and Poog encounters Bandit instead. The Bandit's difficulty to defeat is increased by 1.
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.
Poog reveals Torch for combat. Torch causes the check to invoke the fire trait, so Poog gets an additional 1d6+1. Poog additionally recharges Blessing of Bark Breaker to add 2 dice to Poog's check to defeat.
Combat 9: 3d8 + 1 + 1 + 1d6 + 1 ⇒ (5, 3, 4) + 1 + 1 + (1) + 1 = 16 -> Bandit defeated.
Poog discards Flybreath to explore his location... then gets hungry and decides to eat it, banishing Flybreath and drawing a card (Pyrotechnic Blast).
Farmhouse Card 2: Holy Water
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.
Poog recharges Blessing of Hadregash (top card of the blessings discard pile is Basic) to explore again.
Farmhouse Card 3: Longshanks Adventurers
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
Poog takes the Survival check to defeat.
Survival 9: 1d10 + 2 ⇒ (1) + 2 = 3 -> A 1? No rest for my rolls, clearly. Well, onto the combat check.
Poog sets aside Pyrotechnic Blast for combat. Pyrotechnic Blast causes the check to invoke the fire trait, so Poog gets an additional 1d6+1.
Combat 13: 1d10 + 3 + 2d4 + 1d6 + 1 ⇒ (6) + 3 + (3, 1) + (1) + 1 = 15 -> Another 1 on a d6, and below-average rolls overall, but I made it.
Divine 10 (Recharge, Divine, Fire): 1d10 + 3 + 1d6 + 1 ⇒ (3) + 3 + (6) + 1 = 13 -> Pyrotechnic Blast recharged.
Other players must deal with Longshanks Adventurers still. If everyone defeats it, the Farmhouse is closed. Poog's hand reset is in spoilers below.
No flavor today; still reeling from the sudden influx of Pathfinder demands after the week's pause. I might try to make some in a separate post later.
Hand: Magical Child, Immolate, Goblin Buckler Gun, Fire Snake, Torch,
Displayed:
Deck: 3 Discard: 3 Buried: 2
Notes: I need to be very conservative with my cards. Unless I'm given a Cure spell, I've already hit my limit. I'll be adding a Cure spell back to my deck after this scenario with my Spell card feat, but I'm lacking one for the time being.Magical Child may be recharged by any player to add the magic trait to their checks.
If Poog needs to make any additional checks against Longshanks Adventurers on another player's turn, they may feel free to bot for him. Roll Survival, then if combat is necessary he'll use Immolate and additionally recharge Magical Child for combat.
Sideboard cards:
Skills and Powers
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.
| Scribbleface/Not-Scribbleface |
Off Turn-BoAchakek Used, which recharges Psychic Detective.
Ugh, the adventurers couldn't have come at a worse time, as I am in Not-Scribbleface mode. Okay, fine, I'll Recharge the Quick Change Mask To choose Disable and then change that to Diplomacy to defeat.
Diplomacy vs. DC9: 1d10+1(Chr)+3(Diplomacy Skill): 1d10 + 4 ⇒ (4) + 4 = 8
UGH! Missed it by 1. I'll burn my reroll to try again. I don't want to fight as not-scribbleface
1d10 + 4 ⇒ (6) + 4 = 10Success
A group of longshanks come along but Scribbleface dons his Quick-Change mask to appear as another longshank (In the RPG, quick change mask lets you alter self once).
"Looking for Goblins? I'm pretty they went that way!" The disguised Goblin points towards where the Ghost resides. They group of adventurers give him a through look-over before running off where he pointed.
| Poog, Bestest of Zarongel! |
Sorry, Not-Scribbleface; I didn't actually use your Blessing of Achaekek. I edited my post because I made a mistake with what was and wasn't in my hand.
| Poog, Bestest of Zarongel! |
We've just finished turn 8, so I think the difficulty of human and elf banes are now increased by 2.
For the record, whilst it's still 'under discussion' (and has been for well over a year), officials have indicated at various times that using a card or power to switch one type of skill with a different skill means that the check is considered a check of both skills. Much like using your Ranged skill in combat via a bow means that it's still a Combat check.
Which means Not-Scribbleface could pick the Stealth check, switch it with Diplomacy, and reveal his Stalking Armor for +2 and pass without his reroll.
Anyway, adding flavour.
Running, screaming, from the Ruins, Poog comes across some longshanks scout in the forest, but barrels straight through them, screaming and waving his fiery stick to scare the longshanks off. That's how you scare away longshanks, right? Carry a big stick and look tall? That's kinda hard to look tall compared to them. It seemed to work, though, and the longshanks - now on fire - screams and runs away. Poog calms down after his valorous victory, and happily rummages through the scorched pack left behind by the fleeing longshanks. He's overjoyed to find some fancy-water in the pack; sparkly! He drinks the vial quickly, then quickly spits it out. More 'needly' than 'sparkly', yuck! Stupid longshanks can't even get water right...
Whilst Poog is busy rummaging, a whisper in his head warns him of danger, and with the grace of Zarongel he jumps back as a crossbow once again nearly misses him. He yelps and sets fire to some of the fireworks that was left, barely giving it any fuse-time and letting it loose. The fireworks almost immediately breaks apart into a loud series of bangs with blinding flashes, causing yowls of pain from the hunter-longshanks nearby as Poog turns and runs away whilst the ranger is blinded!
| Scribbleface/Not-Scribbleface |
Just a cleanup. I didn't know I could use Stalking armor to add to my stealth/diplomacy check, which means I pass without burning my re-roll.
I also don't use BoAchakek on poog's turn to recharge, so my hand looks like this:
Hand: Stalking Armor, Punching Dagger, Psychic Detective, Kama, Dogslicer +1,
Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:
Sideboard cards: Blessing of Hadregash, Blessing of the Gobs-A, Clockwork Spy,
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 ([X] 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.
| BR redeux |
Posting update mid-turn because a lot has changed, and also so when Reepazo is done with longshanks she can choose to start her turn if she doesn't think she'll need help from Poog's new-hand
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.
• Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die. (Available to Poog, Reepazo, Scribbleface)
During This Scenario: • When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
Additional Rules: Current Difficulty Increase: +1 (+2 starting on Reepazo's turn)
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, Poog/Yewstance
Monsters
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
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:
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.
Barriers
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.
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.
Weapons
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4. If you would fail this check using this weapon, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge 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 B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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 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
Basic
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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 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.
Armors
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 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
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 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 B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
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:
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:
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:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.
Allies
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 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:
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.
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:
Elite
Human To Acquire:
Strength~Melee 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.~Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
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:
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
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: 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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.
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 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 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 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 Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
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.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ghost
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.
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
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.
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.
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.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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:
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."
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.
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.
Villain 1
Type: Monster
Traits:
Elf
Ranger
To Defeat:
Combat~Stealth 10
THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, Grindylow
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
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.
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:
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.
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
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, None
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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.
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.
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.
| BR redeux |
Need A DC 8+1=9 check from Reepazo for Longshank checks. If you fail then the combat check will always be 13
Henchman 1
Type: Barrier
Traits: Army Dwarf Elf Human Skirmish
To Defeat: Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
| Reepazo #123480-1005 |
Reepazo thinks for a moment if she can somehow stealthily evade the longshanks, but decides to stab him instead.
passing the check, doing the combat check instead; discarding the dogslicer to add 2d6
Combat DC13: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (6, 5) = 13 puh
| 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.
• Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die. (Available to Poog, Reepazo, Scribbleface)
During This Scenario: • When you would encounter an ally that has the Elf or Human trait, banish it and summon and encounter the henchman Bandit instead.
• The difficulty of checks to defeat banes that have the Human or Elf trait is increased based on the number of turns elapsed, according to the following table:
1 Character: After every 5 turns
2-3 Characters: After every 4 turns
4-6 Characters: After every 3 turns
Additional Rules: Current Difficulty Increase: +2
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: 9, Reepazo/Baerlie
Monsters
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 B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.
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
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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:
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:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 1
Traits:
Task
Dare
To Defeat:
Constitution~Fortitude 8
If undefeated, recharge 2 random cards.
Weapons
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 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:
Basic
Blowgun
Dart
Piercing
Poison
Ranged To Acquire:
Dexterity~Ranged~Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.~When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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 B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
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:
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.~After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Attack
Basic
Divine
Fire
Magic To Acquire:
Wisdom~Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.~After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
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
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
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:
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.
Items
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
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 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:
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:
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.
Allies
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:
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.
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:
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:
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.
Blessings
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 B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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.
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 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 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 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 Venkelvore
Blessing 1
Traits:
Divine
Venkelvore To Acquire:
Wisdom~Divine 5
OR Constitution~Fortitude 9
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to any check that invokes the Undead trait.~Discard this card and recharge the top card of your deck to explore your location.~After you play this card, if the top card of the blessings discard pile has the Venkelvore trait, recharge this card instead of discarding it.
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.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ghost
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.
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.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
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.
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.
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.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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.
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.
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:
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."
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.
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.
Villain 1
Type: Monster
Traits:
Elf
Ranger
To Defeat:
Combat~Stealth 10
THEN Combat 12
If undefeated, you are dealt 1d4 Ranged Combat damage and a random character at another location is dealt 1d4 Ranged Combat damage.~If defeated, draw a random non-Basic weapon that has the Ranged trait from the box.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reepazo/Baerlie, Grindylow
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
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.
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:
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.
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
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
Henchman 1
Type: Barrier
Traits:
Army
Dwarf
Elf
Human
Skirmish
To Defeat:
Acrobatics~Disable~Fortitude~Perception~Stealth~Survival 8
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.~If undefeated, you are dealt 1d4+1 Combat damage.~If defeated, you may automatically close the location this henchman came from.
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.
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
Farmhouse
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
| Reepazo #123480-1005 |
Walking in the woods Reepazo decides to look for some water. She's thirsty. She finds a little pond and takes a sip. Suddenly she disappears so Reepazo decides to fill a bottle.
Int DC4: 1d6 ⇒ 4 success
Hand: Alchemist's Fire, Frilled Lizard, Horsechopper +1, Burning Snot, Potion of Hiding (acquired),
Displayed:
Deck: 5 Discard: 7 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 [X]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 |
Start of turn-Blessing of Saranrae. Switching back to Red Raven/Scribbleface. Swapping out Punching Dagger for Blessing of Gobs in kit.
The Gob Knight breathes a sigh of relief as the Longshanks walk away to get eaten by specter. He decides it's best to be in Scribbleface mode to fight longshanks, even if it means Poog or Reepazo might see him. He changes back, then bravely grabs his new magic dogslicer and heads out to kill the specter. Re-kill? Make it go away.
First explore. SPECTER! SURPRISE! Revealing Dogslicer+1 for combat
Combat DC 11: 1d10+1(dex)+1d6+1(weapon)+3(melee skill): 1d10 + 1d6 + 5 ⇒ (1) + (1) + 5 = 7
WTF is up with our rolls this session! AWFUL! Spend my re-roll (since I didn't use it for the longshanks adventurers) on the d10
1d10 + 3 + 5 ⇒ (5) + 3 + 5 = 13
In a hard-fought battle, where Scribbleface thought he'd die multiple times, the Gob knight manages to kill the ghost-thing, however his Dogslicer is broken and useless after the fight.
Kill the Specter. Discard my Dogslicer due to power. Play, then Bury, BotGobs to draw next card in blessing deck and recharge it. Fantastic, BotGods. Just our luck. At least it lets me explore again.
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.
Wow, just, nothing going our way. A B Basic weapon. I suppose if Poog comes here I can hand it off to him if he needs a weapon.
I Auto-Acquire it (1d10+4 vs. melee checks with the finesse trait)
Scribbleface sees the 'treasure' that the Specter was hiding . . . A crummy old short sword. He picks it up for later use.
Hand: Stalking Armor, Short Sword-Location, Blessing of Achaekek, Kama,
Displayed:
Deck: 6 Discard: 4 Buried: 2
Notes:
Sideboard cards: Punching Dagger, Blessing of Hadregash, Clockwork Spy,
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.)