| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
• When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
• When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Shiny Eye Thing 2
Traits:
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result.
After you act, banish this barrier; it is defeated.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 13, Reepazo/Redelia
Monsters
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 B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open 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.
Barriers
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier B
Traits:
Basic
Cache
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 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:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Spells
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Divine
Magic
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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:
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:
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 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 you are proficient with light armors, you may play another armor on this check.
Items
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 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:
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:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Allies
Ally B
Traits:
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.
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 2
Traits:
Human To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8 Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Blessings
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
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:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing 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.
Blessings Remaining: 17
Blessings Deck
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 blessigns discard pile has the Venklevore trait, 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 Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hadregash
Blessing B
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Location #1: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ak/dinketry, None
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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 skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Weapon 1
Traits:
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. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Aric/VampByDay, None
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has 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 proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
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.
Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Reepazo/Redelia, 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.
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.
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 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.
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8 If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 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.
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 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.
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength
Melee 7 For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
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 by Redelia |
Reepazo explores, and finds a chest full of goodies!
She tries to pry it open, with help from her bug friends.
melee DC 8, but mode: 1d12 + 1 + 1d6 ⇒ (5) + 1 + (4) = 10
number of goodies in the box: 1d4 ⇒ 1
Reepazo finds a Wand of Shield. She is disappointed, the big box only had a silly stick!
Reepazo discards the wand and refills her hand.
Hand: Horsechopper, Blessing of the Gobs 2, Flaming Heavy Pick +1, Fire Sneeze,
Displayed: Blessing of the Gobs 1,
Deck: 11 Discard: 1 Buried: 1
Notes: folio reroll used
Sideboard cards:
"Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| Ak - Dinketry |
Top card of hourglass; Blessing of Erastil. Move to Nettlemaze.
Having been jumped by Poog and robbed by not-Scribbleface, the small pale goblin licks his wounds and sulks at one of his favourite places, the brambled mess known as Nettlemaze.
"Stupid gobbos....think they better Chief than Ak....Ak show them....don't need Shiny Eye Thing to be Big Chief....still, Shiny Eye Thing fun...."
Free explore and encounter Plague Zombie.
A festering corpse of a long-dead explorer attracted by the scent of living flesh rises from the ground and stalks Ak. Ak fails to see it coming. The goblin draws his magic hand-banger and fires a shot in frustration at his current state.
Combat (11) Check: 1d10 + 1 + 2d6 ⇒ (9) + 1 + (4, 6) = 20 SUCCESS!
Gun Check: 1d12 ⇒ 5 SUCCESS! Shuffled into deck.
Ak's bullet obliterates the upper half of the infected zombie and the undead's remains drop back down into the mire of brambles. Ak continues sulking.
"Stupid gun.....not as much fun as Shiny Eye Thing....still some fun...."
Discard Blessing of the Gobs (2) to explore again. Encounter Bunyip.
Ak wanders past a mucky rivulet on his sulky perambulation. A seal-like creature with sharp pointy teeth sees him go past and tries to latch onto his pale legs from the edge fo the water. Ak fails to see the bunyip, swinging around a shiny iron gauntlet from his possessions in distraction.
Auto-fail BYA act Wisdom check. DCs are increased by 1 for remainder of turn. Use another BotGobs to reflect the Blessing of Erastil on the top of the hourglass for 2 extra dice to this check.
Combat (9+1) Check: 3d10 + 1 + 1d4 ⇒ (4, 8, 10) + 1 + (1) = 24 SUCCESS!
Ak's magical gauntlet connects heavily with the bunyip's face, caving in its skull and depositing the corpse of the foul beast back into the water with a heavy splash that sprays Ak with mud.
Ak turns to look and completely fails to recognise what just happened. He heaves a big sigh and continues to sulk.
"Stupid water....splashing Ak for no good reason....muddy water fun though...."
End turn and reset hand.
Hand: Smoked Glass Goggles, Emerald of Dexterity, Blessing of Hadregash 2, Animalbane Dagger +1, Tossglove,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Reroll: Used; Game mat: Not Used; Blessing available.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
• When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
• When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Shiny Eye Thing 2
Traits:
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result.
After you act, banish this barrier; it is defeated.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 15, Poog/Yewstance
Monsters
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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
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.
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:
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:
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:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits:
Task
Vermin
Dare
To Defeat:
Constitution
Fortitude 5
THEN Constitution
Fortitude 5 If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Weapons
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spells
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:
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
Magic
Mental To Acquire:
Intelligence
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6 Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Firearm
Shield To Acquire:
Dexterity
Ranged 5
THEN Constitution
Fortitude 5 For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the 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 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 Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
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 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Shield To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Items
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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:
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 that has the Magic trait.
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 1
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 5 Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 15
Blessings Deck
Blessing of 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 blessigns discard pile has the Venklevore trait, 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 Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hadregash
Blessing B
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Location #1: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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 skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Weapon 1
Traits:
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. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Aric/VampByDay, None
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has 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 proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
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.
Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Reepazo/Redelia, None
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.
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 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.
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8 If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/dinketry, None
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength
Melee 7 For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Location #6: Treacherous Cave
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, Bestest of Zarongel! |
Sorry for the delay, all. Busy, busy week.
Off turn: Poog displays Sphere of Fire on Scribbleface's turn for combat (thanks for botting!); it only discards at the end of my turn, so it's still ready to go.
I've still got Fire Snake, so I can close whatever I need.
======
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog remains at the Mill and takes his free exploration.
Mill Card 1: Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has 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 proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
This can be a good chance to heal a teammate, though. If Ak consents, Ak recharges Blessing of Hadregash (the top of the blessings discard pile is basic) to add a die to Poog's Constitution check.
Constitution 6: 2d8 ⇒ (3, 4) = 7 -> Shield of Fire Resistance acquired.
Ak shuffles a random card from his discard pile into his deck from Poog's power, from blessing Poog's check.
His belly full, Poog lazily scrounges through the outskirts of the longshanks place, digging up some cool bits of shiny-metal, quickly becoming entranced by his reflection on it. Oooohh....
I'm not discarding Mogmurch to explore again, so I suppose this is a pretty uneventful turn.
Poog ends his turn, attempting to recharge Sphere of Fire.
Divine 9 (Fire, Recharge): 1d10 + 4 + 1d6 + 1 ⇒ (2) + 4 + (6) + 1 = 13 -> Sphere of Fire recharged.
Poog resets his hand, but is already at hand size.
(If Ak would rather not use his blessing and take the heal; just consider Poog to have failed the check to acquire the shield and he'll redraw something else)
Hand: Pyrotechnic Blast, Fire Snake, Goblin Pegleg, Shield of Fire Resistance, Mogmurch,
Displayed:
Deck: 8 Discard: 0 Buried: 1
Notes: Mogmurch may add 2d6 to any check if sufficiently necessary.Poog's completely suited to dealing with any check thrown at him now (combat, noncombat, barrier, closing)... but won't be exploring much.
Sideboard cards:
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +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.
Die Bumps: 1
| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
• When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
• When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Shiny Eye Thing 2
Traits:
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result.
After you act, banish this barrier; it is defeated.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 16, Aric/VampByDay
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 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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, move to a random location.
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster 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 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
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:
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:
Task
Dare
To Defeat:
Constitution
Fortitude 8 If undefeated, recharge 2 random cards.
Barrier 1
Traits:
Task
Vermin
Dare
To Defeat:
Constitution
Fortitude 5
THEN Constitution
Fortitude 5 If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Weapons
Weapon 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+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
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
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
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have 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:
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
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Shield To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Armor B
Traits:
Elite
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 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 you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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 to 0. If proficient with light armors, bury it instead.
Items
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
Basic
Tool To Acquire:
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 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 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.
Allies
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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.
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:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Blessings Remaining: 14
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 Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hadregash
Blessing B
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Location #1: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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 skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Weapon 1
Traits:
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. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Aric/VampByDay, None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
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.
Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Reepazo/Redelia, None
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.
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 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.
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8 If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/dinketry, None
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength
Melee 7 For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Location #6: Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
| Ak - Dinketry |
Out of turn: Ak recharges his Blessing of Hadregash at Poog's request. He gets a treat in return!
Which card does Ak heal as well?: 1d5 ⇒ 1 Blessing of Lamashtu! Thanks!
| Scribbleface/Not-Scribbleface |
Start of turn, Top of Blessing: Blessing of Venkelvore
Choose not to move or change. Power lets me examine top card of the location deck.
VILLIAN!
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
*******PAUSING********
Okay, so here's the question that I pose to the group. Do I fight this guy now (I don't have a GREAT shot at beating him, better with blessings as he is DC 30. and I have 1d10+1d4+9) OR, do I leave him here, and everyone else prep to temp-close locations and I attack him next round with a bunch of blessings. If I do that I won't be able to explore next round. Thoughts?
| Ak - Dinketry |
I suggest that we leave him be and position ourselves at locations to win on your next turn with temp closes (and your glorious battle).
| Scribbleface/Not-Scribbleface |
| 1 person marked this as a favorite. |
Sneaking around, Scribbleface spots a nasty, magic-ey looking old longshanks sneaking around the mill, shouting something about 'his eye.' Scribbleface thinks he looks like a runner, so he quietly sneaks away from him and behind a wood pile near Poog.
"Uh . . . Poog," he says in his best Not-scribbleface voice. "I found big nasty longshanks. He look like runner. If you go tell others to guard entrances to mill, I can kill-er, drive him to you, so you, big glorious chieftain, can make kill. By the way don't come back here because . . . uh . . . reasons. Radiation leak, very dangerous, give me minute to clamp it down."
Scribbleface chooses not to explore and ends his turn. Also, if possible, I'd like people to look for blessings, because a DC 30 combat is going to be tough.
Hand: Blessing of Zarongel (Poog), Spring Blade +1, Dagger +1 (Location), Blessing of Desna (location),
Displayed: Clockwork Spy, Shiny Eye Thing,
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards: Blessing of Achaekek, Psychic Detective, Vulture,
Dexterity d10 [X] +1 [X] +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.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
• When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
• When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Shiny Eye Thing 2
Traits:
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result.
After you act, banish this barrier; it is defeated.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 17, Reepazo/Redelia
Monsters
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits:
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:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
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 2
Traits:
Skirmish
Task
Dare
To Defeat:
See below Each character summons and encounters the henchman Cooking Eagle. If any of the henchmen are defeated, this card is defeated.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Weapons
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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 1
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+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 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:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may 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 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Armors
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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
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 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
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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.
Items
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item 1
Traits:
Object To Acquire:
Dexterity
Fortitude 8 Banish this card to evade a monster whose highest difficulty to defeat is 20 or lower, or 14 or lower if it is immune to the Mental or Poison trait.
Banish this card to defeat a monster whose highest difficulty to defeat is 12 or lower, or 9 or lower if it is immune to the Mental or Poison 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 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 2
Traits:
Gambling
Magic
Object To Acquire:
None When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.
When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards frm your hand.
Allies
Ally 1
Traits:
Acid
Animal To Acquire:
Wisdom
Survival 6 Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
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 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:
Animal
Basic To Acquire:
Wisdom
Survival 6 Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessings
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 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:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 13
Blessings Deck
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hadregash
Blessing B
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Location #1: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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 skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Weapon 1
Traits:
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. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Aric/VampByDay, None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
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.
Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Reepazo/Redelia, None
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.
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 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.
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8 If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/dinketry, None
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength
Melee 7 For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Location #6: Treacherous Cave
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 by Redelia |
oops, Reepazo couldn't use that armor, so Horsechopper and BotGobs 2 would have been discarded. Reepazo would have drawn two other cards instead on her last turn, Blessing of Lamashtu and Alchemists' Fire.
On this turn, Reepazo discards Flaming Heavy Pick +1, Alchemists' Fire, and Fire Sneeze to try to draw more blessings.
Hand: Blessing of Lamashtu, Blessing of the Boss, Doghide Armor, Burning Snot,
Displayed: Blessing of the Gobs 1,
Deck: 6 Discard: 6 Buried: 1
Notes: folio reroll used
Sideboard cards:
"Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| Ak - Dinketry |
Top card of hourglass: Blessing of Calistria.
Ak is still sulking as he makes his way through the nettles.
"Stupid Poog. Didn't have to bash Ak to get that stupid eye thingy. Would've let him play with it some. Not have it, but play with it. Hmph."
Free explore and encounter Goblin Snake.
BYA Fortitude (6) Check: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4 FAIL! +1 DC to all checks this turn.
A snake with a strange goblin-head slithers up to Ak.
"We gonna be friends?" Ak asks hopefully. The snake responds by biting onto his ankle.
"Ow. Guess not."
Combat (8+1) Check: 1d8 + 1 + 1d4 + 1 ⇒ (7) + 1 + (1) + 1 = 10 SUCCESS!
Ak skewers the strange serpent through the head and peels it off of his leg. Biting into it, Ak chews thoughtfully.
"Hmmm. Not bad. Not good, either."
End turn. Reset hand.
Hand: Smoked Glass Goggles, Emerald of Dexterity, Blessing of Hadregash 2, Animalbane Dagger +1, Tossglove,
Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Reroll: Used; Game mat: Not Used; Use my blessing for boss battle goodness.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
• When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
• When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Shiny Eye Thing 2
Traits:
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman 2
Type: Barrier
Traits: Skirmish
To Defeat: Combat 13
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character’s result.
After you act, banish this barrier; it is defeated.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 19, Poog/Yewstance
Monsters
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Barriers
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
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.
Weapons
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Weapon 1
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+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 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.
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
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom
Divine 2 Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end 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.
Armors
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
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 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 you are proficient with light armors, you may play another armor on this check.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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
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.
Items
Item 2
Traits:
Gambling
Magic
Object To Acquire:
None When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.
When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards frm your hand.
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:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
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 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Allies
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 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
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:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessings
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:
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:
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
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:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 11
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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Hadregash
Blessing B
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.
Location #1: Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
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 skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
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:
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Weapon 1
Traits:
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. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.
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.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Aric/VampByDay, None
Villain 2
Type: Monster
Traits:
Lich
Undead
Wizard
To Defeat:
Dexterity
Stealth 16
OR Combat 30 The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
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.
Location #4: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Reepazo/Redelia, None
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.
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 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.
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
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.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Stealth 8 If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Location #5: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/dinketry, None
Weapon B
Traits:
Chain
Gambling
Melee
Slashing
Veteran To Acquire:
Strength
Melee 7 For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Location #6: Treacherous Cave
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, Bestest of Zarongel! |
Poog's ears prick up? What was that?
"...Not-Scribbleface? Are you hiding in that pile of wood?" Poog asks, unusually observant. Scribbleface doesn't respond. Poog considers going into look, but sees a rather large and ugly spider on some of the bits of wood, and thinks better of it. His last spiderbite has still left a stinging sensation on his-
-...anyway. Poog does like the sound of proving his big great chieftan-iness, and his trustworthy advisor Not-Scribbleface has never led him astray before. Not-Scribbleface is good goblin; good tribesman. Need more people like Not-Scribbleface. Could stand to learn to stab a bit better - bit of a coward. Needs more training to be strong and mighty like Poog. Maybe Poog will teach him himself later!
Not sure what rady-ashen is, though. Sounds spooky. Poog decides to follow Not-Scribbleface's suggestions, but only because Poog was going to do so anyway! He'd already seen... uh... the longshanks runner... somewhere... and was going to go warn tribesmen of... radyashen? Yeah, it was Poog's idea, Not-Scribbleface just came up with the same one.
...it good idea. Must've been Poog's all along.
===========================
Poog starts his turn.
Blessing of Desna discarded from the blessings deck.
Poog gives Shield of Fire Resistance to Scribbleface. (Let's you use the BYA check of the villain to your advantage!)
Poog moves to the Warrens and chooses not to explore. Worse-cast scenario of exploring is I hit a monster and place another bad monster above the villain, adding some difficulty to Scribbleface's next turn.
Poog ends his turn and resets his hand, choosing to discard Goblin Pegleg and Pyrotechnic Blast.
Hand: Blessing of Zogmugot, Fire Snake, Cleric of Nethys, Blessing of Lamashtu, Mogmurch,
Displayed:
Deck: 5 Discard: 2 Buried: 1
Notes: My Blessing of Zogmugot is free to help Ak's temp-close (he can take the 2 dice from Lamashtu instead if needed).When the villain is encountered...
1. Poog will set aside Fire Snake to automatically temp close the Warrens (Divine 6: 1d10+4+1d6+1)
2. For either check against the villain, Poog will recharge Mogmurch to add 2d6 and the fire trait, then will also bury Blessing of Lamashtu to add 2 dice to the check to defeat.The Blessing of Zarongel that Aric has will also add 2 dice because of the fire trait. Even without Reepazo or Ak's assistance, that's already 1d10+4+2d6+4d10 for the Stealth 16 check (something like 99.99% odds, literally).
Sideboard cards:
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +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.
Die Bumps: 1
| Scribbleface/Not-Scribbleface |
Top of blessing deck discarded-Blessing of the gods. Start of turn, I'll replace Poog's Blessing of Zarongel with blessing Of achakek, even though they effectively do the same thing, I'd like to use the god of assassins for this, for flavor's sake.
Scribbleface creeps around behind the lich big smelly longshanks aaaand . . .
Initial explore, pausing for temp closes. Please note my BLESSING OF DESNA Is available for use, not Achakek.
Hand: Blessing of Achaekek, Spring Blade +1, Dagger +1 (Location), Blessing of Desna (location), Shield of Fire Resistance (poog),
Displayed: Clockwork Spy, Shiny Eye Thing,
Deck: 9 Discard: 5 Buried: 0
Notes: Blessing of Desna available for use, need to keep Achakek.
Sideboard cards: Blessing of Zarongel (Poog), Psychic Detective, Vulture,
Dexterity d10 [X] +1 [X] +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.)
| Ak - Dinketry |
Ak stumbles across a creature burrowing through the nettles as the call from Scribbleface goes out to bar the path.
"Ak show how he best Chief by following Scribbleface orders!" the pallid goblins reasons in his illogical fashion.
Summon random monster - a Ghoul! (Whew: I just had this suspicion that it was going to be something horrible like a Siren.)
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.
An undead goblin with a long purple tongue crashes out of the brambles, intent upon Ak!
Recharge Animalbane Dagger +1 for this check.
Combat (11) Check: 1d8 + 1 + 1d4 + 1 + 1d4 ⇒ (2) + 1 + (1) + 1 + (4) = 9 FAIL! Or is it....?
The ghoul gets the better of Ak, deflecting his blade and pinning the goblin to the ground.
"no...No....NO....NOOOOOO!" Ak loses it and rages a bit.
Recharge Smoked Glass Goggles to add 1 2 to the prior check. 9 + 2 = SUCCESS! Temp Closure Success!
Ak's temper tantrum sinks the blade of knife enough times into the undead goblin's face that it stops moving.
"Yes, that what Ak meant to do."
Hand: Emerald of Dexterity, Blessing of Hadregash 2, Tossglove,
Displayed:
Deck: 11 Discard: 4 Buried: 0
Notes: Reroll: Used; Game mat: Not Used; Use my blessing!
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| Scribbleface/Not-Scribbleface |
Since in his last note Poog has said that he will auto-close the warrens, I'll continue my turn.
The Shiny eye flies to the lich.
The Lich turns around to see all the goblins standing in front of the different exits from the lumber mill. He looks around wildly, wondering why the fools don't attack.
Discard my blessing of Achakek, Ak's Blessing of Hadregash (1 die), Repazo's blessing of the Lamashtu, and Poog's blessing of Zaromgut. Also, I'll take the extra 1d4 fire damage to add that much to the check.
fire damage and bonus to check: 1d4 ⇒ 3
Recharge Shield of fire resistance, discard blessing of Desna.
Suddenly, the shiny eye thing flies to the lich.
"Wait, where did you. . . someone must be close by . . . says the lich as he turns around looking. Then a torch drops near his feet and he looks around again, even more confused and starting to become worried. The fire starts spreading.
"Where-Where are you? My arcane power is-!"
1d10+2(dex)+2d10(my blessing)+3d10(everyone else's blessings)+2(stealth skill)+3(fire): 6d10 + 7 ⇒ (7, 3, 2, 4, 7, 9) + 7 = 39
Then out of nowhere, Scribbleface slides in through the fire riding some sort of shield made of ice. He collides with the dead longshank's knees, sending him falling into the flames. He then backflips off the shield/sled and lands on the lands on the lich's back, stabbing him repeatedly with his pocketknife. On the ground, burning, and unable to make gestures with his arms, the lich expires (or re-expires.)
As soon as he is sure the dead longshanks is re-dead, he turns back to the others.
"Thanks for the assist. Have fun trying to catch me next time, 'chieften' Poog; 'chieften Ak." before he backflips again behind the wall of fire and runs off.
We win!
Let's see if I could have taken him out with my pocketknife.
hypothetical combat check: Same blessings, same fire damage: 6d10+2 (Dex+blessings)+1d4+2 (Magic springblade)+1d6 (sacrafice clockwork automaton)+3(melee skill)+2(mill): 6d10 + 1d4 + 2 + 1d6 + 10 ⇒ (4, 3, 4, 5, 2, 4) + (3) + 2 + (3) + 10 = 40
Looks like it!
| BR redeux |
Development:
You’ve escaped the wrath of the terrifying Arch-Lich
Kalzaroth, and felt the powers he possessed yourselves…
but you still have a job to do. Go deal with those ogres, and
maybe you can use some of that forbidden knowledge to your
advantage. Or just stab them a bunch. That works too.
Reward:
If you have the Shiny Eye Thing displayed next to your deck, choose a type of card other than loot
and draw a card of that type with an adventure deck number of 2 from the box. Since i failed to tell the group a bout this in advance and scribbleface ended up doing combat check anyway, we will use that.
Adventure Card Guild characters may choose a bonus deck upgrade.
tier rewards: I’ve bolded the one where you should be at unless you did some extra scenarios during downtime. .
Characters completing their first scenario at their tier earn a skill feat
Characters completing their second scenario at their tier earn a power feat
Characters completing their third scenario at their tier do not earn a feat
Characters completing their fourth scenario at their tier earn a card feat
Characters completing their fifth scenario at their tier do not earn a feat
Characters completing their sixth scenario at their tier do not earn a feat
Deck Upgrades
Shield of Fire Resistance (Armor 1)
Arrow Catching Studded Leather (Armor 2)
Blessing of Desna (Blessing B)
Wand of Shield (Item 1)
Dagger +1 (Weapon 1)
| BR redeux |
2B-2C: MUNCHMEAT FARM
A n archway made of broken branches and bleached
bones allows passage to the farm. A sign hangs from
the arch, its words scrawled onto the wood with what
looks like blood. Three severed, maggot-covered goblin heads
sit on poles driven into the ground to the left of the gate. A
second sign leans against these poles under the heads.
Both signs are written in Common. The one hanging from
the arch says, “Trespsrs wil b eatn!” The one near the three
goblin heads (which once belonged to the three Birdcruncher
chieftains who came before you) reads, “Yous gobluns taste
YUM! Send moar gobluns!”
Thankfully, you’re goblins: you don’t read, and goblin heads
are pretty common lawn adornments. On to the farm and its
goblin-eating ogres and fire-breathing boars!
villain: none
Henchmen:
Henchman 2
Type: Monster
Traits: Animal
To Defeat: Combat 15
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage. If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 2
Type: Monster
Traits: Animal
To Defeat: Combat 14 OR Survival 10
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage. If defeated, you may immediately attempt to close the location this henchman came from.
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Turn: 1, Reepazo/Redelia
Monsters
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
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:
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:
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.
Barriers
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Acrobatics 6 Before you act, summon and encounter the henchman Bloodbug. If the Bloodbug is not defeated, this barrier is evaded.
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.
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 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapons
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 B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not 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 skill + 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 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1 and the Fire trait. If not 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.
Spells
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.
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 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Divine
Elite
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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 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
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Item 1
Traits:
Alchemical
Liquid To Acquire:
Wisdom
Survival
Craft 4 Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
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.
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
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 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 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing 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: 29
Blessings Deck
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
Blessing B
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 Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 B
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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
Location #2: Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
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.
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 B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your 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.
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.
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.
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Location #5: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Monster B
Traits:
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.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 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.
We can start once we figure out deck upgrades. if you've already settled your deck upgrades, feel free to post your hand and starting location
| BR redeux |
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
| Reepazo by Redelia |
Reepazo will start at the Dying Garden.
Hand: Blessing of the Gobs 1, Fire Sneeze, Fireblade, Reformarium Servant, Blessing of Lamashtu,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: folio reroll not used
Sideboard cards:
Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| Poog, Bestest of Zarongel! |
With his deck upgrades, Poog will replace...
Walking Stick with Flaming Heavy Pick +1.
Armor of the Sands with Shield Cloak.
I'll update my Card Texts section of my Deck Handler with them later... though it doesn't really matter, since I'll still be trading them both away for the normal stuff.
LOOT: Flaming Heavy Pick +1 -> Goblin Pegleg
LOOT: Shield Cloak -> Goblin Buckler Gun
LOOT: Blessing of the Spellbound -> Blessing of Zarongel
LOOT: Blessing of the Spellbound 2 -> Blessing of Zogmugot
LOOT: Magical Child -> Mogmurch
Poog will start at Reepazo's location; she's usually a good person to hand my blessings off to, I think it's fair to say.
Hand: Sphere of Fire, Wand of Detect Magic, Dogfinder, Blessing of Bark Breaker, Mogmurch, Blessing of Lamashtu,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing of Lamashtu is available if needed.
Mogmurch is available in emergencies only (recharge to add +2d6 to any check, but I'm likely to take damage).
Sideboard cards:
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [X] 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.
Die Bumps: 1
| Scribbleface/Not-Scribbleface |
Not-Scribbleface climbs along with the rest of the goblins to the ogre farm. He reads the ogre’s sign but tries to let on that he doesn’t know what it means.
”What you mean you saw Scribbleface? I drop torch to scare dead longshanks to Poog or Ak, but then he die? What a nasty, evil-reading yet handsome, smart, charismatic-uh, oh, we here? Let’s talk about this now! No need to talk about that ever again.”
Starting as Not-scribbleface/Aric at farmhouse.
Hand: Vulture, Mask of the Red Raven, Stalking Armor, Blessing of Zon Kuthon, Thieves' Tools, Dogslicer +1,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards: Blessing of Hadregash, Poog(Promo), Menacing Backsword +1,
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 [X] +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 ([X] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
| Ak - Dinketry |
Ak will start at the Dying Garden.
"This place so pretty! Look at weeds!" Ak seems strangely enamoured of the pathetic growing patch.
Hand: Blessing of the Gobs 4, Xoff, Blessing of the Gobs 1, Hand Cannon, Smoked Glass Goggles,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Reroll: Not Used; Game mat: Not Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 (or 2 or 6) until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
Turn: 1, Reepazo/Redelia
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
Xulgath
To Defeat:
Combat 9 Before the encounter, put 1 card of your choice from your hand on top of your deck.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster B
Traits:
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 1
Traits:
Task
Dare
To Defeat:
Constitution
Fortitude 8 If undefeated, recharge 2 random cards.
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:
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.
Weapons
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:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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 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.
Spells
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
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:
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 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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
Light Armor To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 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.
Items
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:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item 2
Traits:
Instrument
Magic To Acquire:
Intelligence
Arcane
Diplomacy 8 After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
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 B
Traits:
Vermin
Pet
Owner: Owner: Chuffy To Acquire:
Wisdom
Survival
Fortitude 4 Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
"Stankrush is a real good hider.
That's why Chuffy keeps this spider."
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:
Animal
Pet
Owner: Owner: Chuffy To Acquire:
Wisdom
Survival 4 Put this card on top of another character's deck to add 1d4 to your Dexterity check.
Discard this card to explore your location.
"Fat Frog likes to jump and eat
And it don't got stinky feet!"
Ally B
Traits:
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.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
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:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None 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:
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: 29
Blessings Deck
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
Blessing B
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 Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 B
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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
Location #2: Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Redelia, Ak/dinketry, None
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.
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.
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.
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 B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your 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.
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.
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.
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Location #5: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Monster B
Traits:
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.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 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.
| Reepazo by Redelia |
Reepazo explores, and finds a scout.
(displays BotGobs to go to bug mode)
The scout shoots arrows at Reepazo.
BYA damage: 1d4 - 1 ⇒ (3) - 1 = 2
(discards Fireblade, gives Reformarium Servant to Ak)
Now Reepazo tries to sneeze on the scout.
using Fire Sneeze
combat: 1d8 + 4 + 1d12 + 1d6 ⇒ (6) + 4 + (10) + (4) = 24
The scout is reduced to a little pile of smoking ash by Reepazo's nasal emissions.
spell recharge: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (5) = 11 yep
Reepazo draws up and ends her turn.
Hand: Burning Snot, Poog of Zarongel, Blessing of the Gobs 3, Frilled Lizard, Blessing of Lamashtu,
Displayed: Blessing of the Gobs 1,
Deck: 8 Discard: 2 Buried: 0
Notes: folio reroll not used
Sideboard cards:
"Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| BR redeux |
The adventure rule passes the goblin trait cards to random other character. so actually we'd roll random other: 1d3 ⇒ 3 which still ended up being Ak! :D
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
Turn: 2, Ak/dinketry
Monsters
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 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
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 B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Barriers
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
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.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
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:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Weapons
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 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.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon 2
Traits:
Elite
Finesse
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6+1 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Spells
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Magic
Poison To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a location. While displayed, character 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 it instead.
Armors
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
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 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 you are proficient with light armors, you may play another armor on this check.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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 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 to 0. If proficient with light armors, bury it instead.
Items
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4 Banish this card to add 1d4 to any combat check attempted by a character at your location.
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.
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 B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
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:
Animal
Basic To Acquire:
Wisdom
Survival 5 When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Ally B
Traits:
Animal
Pet
Owner: Owner: Reta To Acquire:
Wisdom
Survival 4 Put this card on top of another character's deck to add 1d4 to your Constitution check.
Discard this card to explore your location.
"Spotol wears a white hat too
So Reta knows who not chew."
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:
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.
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 B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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
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.
Top of Blessing Discard Pile:
Blessing 1
Traits:
Divine
Zarongel To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessings Remaining: 28
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
Blessing B
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 Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 B
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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Redelia, Ak/dinketry, None
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.
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.
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 B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your 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.
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.
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.
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Location #5: 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: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, None
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Monster B
Traits:
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.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 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.
| Ak - Dinketry |
Top card of the hourglass: Blessing of the Bark Breaker.
Ak looks around at Reepazo and Poog.
"It good that you follow leader," he says bluntly as he pushes through the weeds.
Free explore and encounter Blessing of Iomedae.
Charisma (4) Check: 1d4 ⇒ 4 SUCCESS!
Amazingly enough, Reepazo and Poog don't argue with Ak! Ak sends his underling forward to looks for things to stab.
Discard Xoff to look at top 3 cards: #1 - Monster in the Closet; #2 - Skeleton; #3 - Hill Giant. Reorder as #2, #3, #1 and encounter Skeleton.
Ak's ranger friend returns to tell about the stupid skeleton and the stupid giant traipsing through the garden along with something that goes bump in the night. Not sure how something can go bump in the night in the middle of the day, the pallid goblin decides to handle the skeleton.
Combat (8+3) Check: 1d8 + 1 + 2d6 ⇒ (7) + 1 + (1, 5) = 14
Gun Check: 1d12 ⇒ 8 Shuffle in!
BOOM! goes the hand-banger as the skeleton clatters into a pile of disrupted bone fragments. Ak giggles.
"Is good fun," Ak wheezes and chortles.
End turn. Reset hand.
Hand: Blessing of the Gobs 4, Blessing of Iomedae, Blessing of the Gobs 1, Emerald of Dexterity, Smoked Glass Goggles,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Reroll: Not Used; Game mat: Not Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 (or 2 or 6) until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| Poog, Bestest of Zarongel! |
Poog starts his turn.
Blessing of the Gods discarded from the blessings deck.
Poog gives Blessing of Lamashtu to Reepazo. (To use or further hand off as you choose. Poog wants the rest of his team stacked with blessings!)
Poog remains at the Dying Garden and takes his free exploration.
Dying Garden Card 4: Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Sphere of Fire causes the check to invoke the fire trait, so Poog gets an additional 1d6+1.
Combat 15 (Divine, Fire): 1d10 + 4 + 2d6 + 1d6 + 1 ⇒ (4) + 4 + (1, 2) + (4) + 1 = 16 -> Hill Giant defeated.
Divine 9 (Recharge, Fire): 1d10 + 4 + 1d6 + 1 ⇒ (10) + 4 + (2) + 1 = 17 -> Sphere of Fire recharged.
Poog recharges Blessing of Bark Breaker to explore again. 1 Fire damage is dealt to a random character at his location.
Poog/Reepazo/Ak: 1d3 ⇒ 1 -> Poog discards Wand of Detect Magic to Fire damage.
Dying Garden Card 2: Monster in the Closet
Adventure Rule banishes it and replaces it with the summoned...
Random Barrier 1: Locked Stone Door
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
...but there's a much better strategy. Rather than recharge mighty Mogmurch and risk damage from his power, I could simply... let the barrier go. It's a summoned barrier, so it disappears either way; thanks Adventure Rule!
Dexterity 11+2: 1d4 ⇒ 3 -> Locked Stone Door undefeated, and it is banished as it was summoned and therefore will always return to the box.
There's no penalty for failing to defeat the Locked Stone Door, either.
Poog ends his turn and resets his hand.
Flavour may be edited in soon.
Hand: Mogmurch, Dogfinder, Cure, Cleric of Nethys, Pyrotechnic Blast, Fire Snake,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Decent hand!Cure is available if needed; feel free to use it as soon as it interests you!
Mogmurch is available in emergencies only (recharge to add +2d6 to any check, but I'm likely to take damage).
Sideboard cards:
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [X] 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.
Die Bumps: 1
Reepazo was handed Blessing of Lamashtu. If she doesn't want it, she can hand it off again (including back to Poog), but she may use it however she sees fit!
| Scribbleface/Not-Scribbleface |
Start of turn, blessing of Lamashtu, turn into Red Raven-swap out Dogslicer+1 with menacing backsword +1
As the Gob Knight walks towards the farmhouse, he ditched his clothes and dons his Scribbleface costume. He then hides and begins scouting the area.
Use power to examine top card-Hell Hound. Explore.
He sees a Dog on fire. Scribbleface waits for the dog to surcome to the flames, but for some reason, the dog seems unaffected by the fire. After waiting a moment, he decides to take out the creature.
DC 10 combat check. Vs 1d10+2(dex)+1d6+1(weapon)+3(melee): 1d10 + 1d6 + 6 ⇒ (5) + (3) + 6 = 14
He manages to plant his weapon in the dog, but the fight scares away his bird.
Take 1 fire damage, instead of fire damage display and throw away vulture to:
1-Poog, 2-Reepazo, 3-Ak: 1d3 ⇒ 1
After the fight, Scribbleface takes another look around and sees a longshank off in the distance. He re-dons his not Scribbleface Guise as it looks like he won’t need to fight.
End of turn, examine top card of deck. Guide. Because I examined, change back to not-Scribbleface. No kit swap. Draw and end turn.
Hand: Masque, Mask of the Red Raven, Stalking Armor, Blessing of Zon Kuthon, Thieves' Tools, Menacing Backsword +1,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Blessing of Hadregash, Poog(Promo), Dogslicer +1,
Dexterity d10 [X] +1 [X] +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 ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Vulture flies to Poog
| BR redeux |
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
Turn: 5, Reepazo/Redelia
Monsters
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:
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:
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 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:
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:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 2
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Acrobatics 6 Before you act, summon and encounter the henchman Bloodbug. If the Bloodbug is not defeated, this barrier is evaded.
Barrier 2
Traits:
Animal
Skirmish
Task
Dare
To Defeat:
Perception 5
THEN Combat 10 If defeated, draw a blessing from the box.
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
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 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
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:
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:
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; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Spells
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 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:
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:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if 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 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
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.
Items
Item 2
Traits:
Instrument
Magic To Acquire:
Intelligence
Arcane
Diplomacy 8 After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
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 1
Traits:
Alchemical
Liquid To Acquire:
Wisdom
Survival
Craft 4 Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
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
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
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:
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."
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
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 25
Blessings Deck
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 B
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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, Reepazo/Redelia, Ak/dinketry, None
Weapon B
Traits:
2-Handed
Bludgeoning
Elite
Ranged
Sling
Staff To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your 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.
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.
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.
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Location #5: 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: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, 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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Monster B
Traits:
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.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 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.
| Poog, Bestest of Zarongel! |
Poog screams as a hideous bird swoops down at him!
"AAUAUUGGHHHHh! BIRD BIRD BIRD BIRD BIRD BIRD BIRD!" He shouts madly, running around with his hands over his head, certain it's going to try to peck his eyes out even as it lazily perches on a nearby branch, eyeing the screeching goblin.
Thanks for the Vulture! I'll happily take the extra exploration. It's a basic, but let me know if you want to make sure it's not banished for any reason, since Poog is forced to banish any animal allies he uses.
...He's a hungry fella.
| Scribbleface/Not-Scribbleface |
Poog screams as a hideous bird swoops down at him!
"AAUAUUGGHHHHh! BIRD BIRD BIRD BIRD BIRD BIRD BIRD!" He shouts madly, running around with his hands over his head, certain it's going to try to peck his eyes out even as it lazily perches on a nearby branch, eyeing the screeching goblin.
Thanks for the Vulture! I'll happily take the extra exploration. It's a basic, but let me know if you want to make sure it's not banished for any reason, since Poog is forced to banish any animal allies he uses.
...He's a hungry fella.
I suppose, though I’d like to point out handing it off is great damage mitigation for anyone but you, especially against enchanters and hell hounds and such.
Also, question, there are two conflicting powers. Aric: “If I would discard an ally with diplomacy, recharge it.” Farmhouse: “If you would discard an ally, bury it.” Which takes priority?| Poog, Bestest of Zarongel! |
I suppose, though I’d like to point out handing it off is great damage mitigation for anyone but you, especially against enchanters and hell hounds and such.
Then I'll hand it off if there's anyone at my location.
Also, question, there are two conflicting powers. Aric: “If I would discard an ally with diplomacy, recharge it.” Farmhouse: “If you would discard an ally, bury it.” Which takes priority?
Previous answers on the forums have determined that you would bury the ally in this case, not recharge it. The reason comes down to this part of the rulebook...
RULES: THE GOLDEN RULES
If a card and this rulebook are ever in conflict, the card should be considered correct. There is one exception to this: When the rulebook uses the word “never,” no card can overrule it. If cards conflict with one another, then Adventure Path cards overrule adventures, adventures overrule scenarios, scenarios overrule locations, locations overrule support cards, support cards overrule characters, and characters overrule other card types.
Poog doesn't always have to discard animals, only if he uses them for their power. Having played Poog, that can be a significant difference.
We know, but using the Vulture to explore or as damage mitigation (via it's power) is using it for its power. The only thing is that I'm able to hand it off to another player manually, which is why I asked previously if Scribbleface was against me banishing it (which would mean I should hand it off so it's not just a dead card in my hand which I'd be unwilling to use).
Besides giving a card away or discarding it to damage, I can't think of any uses of an ally that isn't using them for their power?
| Reepazo by Redelia |
Reepazo explores, and finds a sling staff.
dex, bug mode: 1d12 + 1d6 ⇒ (12) + (5) = 17
acquired
Reepazo is almost dropping stuff, so she discards a blessing of the gobs to explore again.
Reepazo finds a piggie henchman!
BYA dex DC 9: 1d12 + 1d6 ⇒ (8) + (1) = 9
Reepazo dodges the fire the piggie spits.
pausing for others at location to do BYA chack
| Ak - Dinketry |
Ak will discard his Blessing of Iomedae for an extra die to this check.
Dexterity (9) Check: 2d8 + 1 ⇒ (2, 8) + 1 = 11
Ak tumbles safely out of the way.
Hand update:
Hand: Blessing of the Gobs 4, Blessing of the Gobs 1, Emerald of Dexterity, Smoked Glass Goggles,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Reroll: Not Used; Game mat: Not Used
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 (or 2 or 6) until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| Poog, Bestest of Zarongel! |
Fair call on the blessings (and allies) in the Goblin Class decks that discard other cards, in particular allies.
As an aside, can I request that discarded Blessings of the Gobs are buried to acquire new blessings? A blessing 2 is one of my desired deck upgrades, and we've never really been close to timeouts on any scenario in this AP. (Technically, you make the decision whether to bury it after the exploration resolves, I think, so apologies if that was the intent anyway.)
Speaking of Blessing of the Gobs...
===============
Off Turn: Poog attempts the BYA check of Piggy. The check invokes the Animal trait, and so Poog adds 1d6+1.
Poog requests that a character discard a blessing to support him. Would Ak mind discarding/burying Blessing of the Gobs to add a die? Alternatively, Reepazo may wish to, since she's at her hand size and will be drawing another card on closing this location.
Dexterity 9: 2d4 + 1d6 + 1 ⇒ (1, 3) + (6) + 1 = 11 -> Success. Whoever blessed Poog's check (Ak/Reepazo) shuffles a card from their discard pile into their deck.
| Reepazo by Redelia |
Reepazo sneezes on Piggie, asking Lamashtu for aid.
combat DC 14, bug mode: 3d8 + 3 + 1d6 + 1d6 ⇒ (4, 5, 4) + 3 + (3) + (4) = 23
Reepazo offers Poog and Ak some pork barbecue.
spell recharge, bug mode: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9 yep
Reepazo tries to close the location. She discards the extra blessing of Lamashtu Poog gave her to boost the check.
survival, bug mode: 2d6 + 3 + 1d6 ⇒ (6, 6) + 3 + (2) = 17
Yep, location is closed.
Reepazo draws Magic Half Plate as her reward for closing the location. It's useless to her, so she discards it.
Reepazo draws up and ends her turn.
Hand: Sling Staff (ncd), Poog of Zarongel, Blessing of the Boss, Frilled Lizard, Alchemists' Fire,
Displayed: Blessing of the Gobs 1,
Deck: 7 Discard: 4 Buried: 1
Notes: folio reroll not used
Sideboard cards:
"Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| BR redeux |
Random unoccupied location: 1d4 ⇒ 4 Piggy goes to Warrens
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
Turn: 6, Ak/dinketry
Monsters
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
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:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Basic
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:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Barriers
Barrier 1
Traits:
Task
Dare
To Defeat:
Constitution
Fortitude 8 If undefeated, recharge 2 random cards.
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.
Barrier 2
Traits:
Skirmish
Task
Dare
To Defeat:
Dexterity
Acrobatics 6 Before you act, summon and encounter the henchman Bloodbug. If the Bloodbug is not defeated, this barrier is evaded.
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 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Weapons
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 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 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.
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6 For your combat check, reveal this card to use your Strength or Melee skill + 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.
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Spells
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 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 use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 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 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armors
Armor 2
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
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.
Items
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Item 1
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits:
Animal
Healing
Pet
Owner: Onwer: Poog To Acquire:
Wisdom
Survival 5 Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
"Zarongel says this toad's no good~So Poog stomped it, like he should."
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 1
Traits:
Animal
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:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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:
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: 24
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gobs
Blessing B
Traits:
Basic
Divine To Acquire:
None You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing of Lamashtu
Blessing B
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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
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.
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
Location #2: Dying Garden
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Poog/Yewstance, Reepazo/Redelia, Ak/dinketry, None
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your 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.
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.
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.
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
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.
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.
Location #5: 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: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/VampByDay, 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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Monster B
Traits:
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.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 check to recharge this card instead of discarding it.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
| Ak - Dinketry |
Off-turn: bury BotGobs for Poog. Retroactively, I'll acquire the Blessing of Calistria from my burial of this blessing. (I had looked before it was revealed in the BR's latest post; I just had no time to post myself.) Acquire and recharge Blessing of Calistria. Also heal random card from discard pile.
Which random card?: 1d2 ⇒ 1 Xoff
On turn: new blessing on top of hourglass (because Ak acquired the Blessing of Calistria) is BotG. Move to Alchemical Workshed and encounter Arcane Armor.
Ak scampers into the old stone workshed and finds strange symbols on the wall.
Intelligence (4) Chec: 1d8 ⇒ 4 SUCCESS!
"Nope, not writing at all," Ak muses as he peels the boards with the symbols off and affixes them to his torso and back as armor.
End turn. Reset hand.
Hand: Blessing of the Gobs 4, Arcane Armor, Blessing of Hadregash 1, Emerald of Dexterity, Smoked Glass Goggles,
Displayed:
Deck: 12 Discard: 1 Buried: 1
Notes: Reroll: Not Used; Game mat: Not Used; Use my blessings!
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Stealth: Dexterity +1
Constitution d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Fortitude: Constitution +2
Intelligence d8 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: None
Hand Size 5
Proficient with: Light Armors Weapons
Powers:
<When you reset your hand, you may treat your hand size as 3, 4, or 5 (or 2 or 6) until the end of the turn.>
<When you would fail a check, you may recharge 1 card or your entire hand; for each card recharged, add 1 (or 2 if it is a combat check) to the result.>
| Scribbleface/Not-Scribbleface |
Start of turn, Another BotGods revealed
Looking at his sword, the Gob Knight has a new idea. He dresses back up like Scribbleface and sneaks up on the longshanks. Then pokes her on the shoulder, giving her a start.
Explore-Encounter Guide
"You see this sword?"He says. "Now, me know you want shoot me, but if you do, I stab. Now big old mean ogre lives over there, and we BOTH want stab him. So either we fight now, and I win because I have magic stabby sword, or we both go kill ogre, okay?"
Reveal Menacing Backsword+1 to use Melee skill instead of Diplomacy to acquire ally. Auto Succeed (Dex+2+finesse+3+1d6+1 from sword). Acquire Guide. Use Guide to explore, Guide gets buried.
The longshanks looks around, concerned for a moment, before nodding and walking off, right into a -
Explore again-Piggy!
Boar that has drunk some sort of fire breathing potion! The boar breaths fire on the longshanks, who flails about while on fire before falling onto the ground and rolling around.
BYA check.
BYA AcrobaticsStealth check of 9 vs. 1d10+2(dex)+2(Acrobatics)+: 1d10 + 4 ⇒ (2) + 4 = 6
*Sigh* OF COURSE I fail.
fire damage: 1d4 ⇒ 2
Discard Masque and Thieves tools to damage. Reveal Backsword to fight piggy. Recharge Blessing of Zon Kuthon for +2 dice (My check has finesse trait)
Combat 14 vs. 1d10+2(dex)+3(melee skill)+1d6+1+2d10(blessing): 3d10 + 1d6 + 6 ⇒ (7, 9, 1) + (1) + 6 = 24
Scribbleface charges down the pig. He tries to jump out of the way of the fire breath, but gets singed. However, once past the beast's firebreath, he brutalizes the pig, which runs away to-
1d4 ⇒ 4
The warrens. He then turns around to see the final challenge at the farmhouse, a-
Summoning random monster to close-Faceless Stalker
BYA wisdom 7 vs.: 1d8 ⇒ 3
. . .Poog. Poog sits there and tilts his head at Scribbleface.
"Oh, uh, hi poog. Why you no throw fire at scribbleface like normal?" Scribbleface asks in his dark gravely scary voice. But instead of answering, Poog turns into a faceless monster and jumps poor scribbleface!
Combat 1214 vs. 1d10+2(dex)+3(melee)+1d6+1(weapon): 1d10 + 1d6 + 6 ⇒ (2) + (3) + 6 = 11
*Sigh, use my reroll on the d10
1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14
Just barely enough. Farmhouse closed.
After a prolonged stabbing fight where Scribbleface almost thought he would loose, he manages to kill the stalker. He looks up, and sees no one in the area. "Well, guess Ogre farmer guy no at home. Must be somewhere else . . ." He says, dusting himself off.
Can't examine top deck of location, so can't turn back into AricNot-Scribbleface, so I'll just end my turn here.
Hand: Menacing Backsword +1, Mask of the Red Raven, Stalking Armor, Psychic Detective,
Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes: Used my Reroll
Sideboard cards: Blessing of Hadregash, Poog(Promo), Dogslicer +1,
Dexterity d10 [X] +1 [X] +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 ([X] 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! |
Small correction; the Masque discarded to damage by Scribbleface (from the BYA) was actually buried due to the Farmhouse's effect, which applies to allies discarded for any reason.
====================================
Poog starts his turn.
Blessing of the Gobs discarded from the blessings deck.
Poog gives Vulture to Ak.
"OW OW OW OW OW OW!"
First Poog (thinks that he) was savaged by a vulture, now fire-breathing demon-pigs are setting him on fire!? Poog yelps, running from the monstrous Piggy as Reepazo and Ak dispatch it, leaving his new vulture 'friend' behind as he runs and runs and runs until he comes to a beach, where he stops, panting, looking around.
Poog moves to the Overturned Boat and takes his free exploration.
Overturned Boat Card 1: Torch
Weapon B
Traits:
Basic
Bludgeoning
Club
Fire
Melee To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
The Torch has the Fire trait, so Poog adds 1d6+1 to his checks against it.
Wisdom 4: 1d10 + 2 + 1d6 + 1 ⇒ (2) + 2 + (6) + 1 = 11 -> Torch acquired.
Poog mutters, looking back, but thinking he's safe for now. He picks up a bit of driftwood and ignites the end of it with his magic-
OW OW - wait (OW), right (OW). Poog turns the driftwood around in his hands, realizing that he probably shoulda ignited the other end of it, the side away from him. Anyway, he swings his makeshift torch around defensively. Piggies hate fire, right?
...even fire-breathing Piggies?
...Right?
Poog discards Cleric of Nethys to examine the top two cards of his location and reorder them.
Overturned Boat Card 2: Goblin Snake
Overturned Boat Card 3: Mighty Gugmuff XXXII
Mighty Gugmuff XXXII -> Placed on top of the location deck.
From discarding Cleric of Nethys, Poog explores his location to encounter the Mighty Gugmuff XXXII.
Ally 2
Traits:
Goblin
Ranger To Acquire:
Charisma
Diplomacy 8
OR Recharge a weapon Recharge this card to add 1d4 to a combat check by a character at your location; you may additionally reveal a weapon to add its adventure deck number.
Discard this card to move, then examine the top card of your location deck.
Charisma/Divine 8 (Fire): 1d10 + 4 + 1d6 + 1 ⇒ (7) + 4 + (1) + 1 = 13 -> Mighty Gugmuff XXXII acquired.
Poog's yelping draws the attention of some burly goblinoid under the boat. Poog tells him that he's Chief of the Licktoad - uh... um... Birdcruncher, right - Birdcruncher tribe and he's this goblin's new boss and he should help him fight monster-piggies! Gogmuff is unconvinced; where's Poog's crown?
"Uh... left it at home?"
Poog looks up at the taller Goblin... until the Goblin shrugs, seemingly convinced by the feeble explanation, and following Poog around.
Yes! Chief-authority is awesome!
Poog banishes Dogfinder to draw 1d4+1 random cards from his discard pile.
Dogfinder: 1d4 + 1 ⇒ (1) + 1 = 2 -> Poog randomly draws 2 cards (Cleric of Nethys, Fire Snake) from his discard pile into his hand.
I seem to always roll '1s' on Dogfinder, turning a brilliant card into a merely 'decent' one.
Poog has a celebratory snack of squashed-frog. Mm!
Poog discards Cleric of Nethys to examine the top two cards of his location and reorder them.
Overturned Boat Card 2: Goblin Snake
Overturned Boat Card 4: Trapped Passageway
Trapped Passageway -> Placed on top of the location deck.
From discarding Cleric of Nethys, Poog explores his location to encounter the Trapped Passageway.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Wisdom/Divine 9 (Fire): 1d10 + 4 + 1d6 + 1 ⇒ (3) + 4 + (4) + 1 = 12 -> Trapped Passageway defeated.
Divine 8 (Recharge, Divine, Fire): 1d10 + 4 + 1d6 + 1 ⇒ (3) + 4 + (4) + 1 = 12 -> Fire Snake recharged.
Poog digs around the beach for valuables, burning through some of the old flotsam and salvage that was in his way, covering up the good stuff.
Poog explores again from defeating the Trapped Passageway.
Overturned Boat Card 2: Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Poog reveals Torch 2 for combat. Torch causes the check to invoke the fire trait, so Poog gets an additional 1d6+1.
Poog recharges Mighty Gugmuff XXXII to add 1d4 to his combat check.
Combat 8+1: 1d8 + 2 + 1 + 1d6 + 1 + 1d4 ⇒ (2) + 2 + 1 + (5) + 1 + (3) = 14 -> Goblin Snake defeated.
Ack! Ugly-snake tries to bite him, but it goes for Gogmuff instead. Gogmuff kills the thing with a club, but feels very weak and slow after the bite, and decides to go have another nap.
'Stupid Gogmuff. Good help is hard to find.' Thinks Poog.
Poog buries Torch 2 to explore again.
Overturned Boat Card 5: Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Oooh, leathery armor! It's a bit big for Poog, but he puts it on - though it's more like a smock or a robe than a chestpiece for him.
Poog discards Mogmurch to explore again; Mogmurch deals 1 Fire damage to him. Poog buries Magic Leather Armor to reduce Fire damage deal to 0 (he does not discard it to damage).
Overturned Boat Card 6: Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Poog quickly decides that the clumsy big-armor is actually dumb and heavy, and he takes it off and throws it away. Wasn't even shiny.
Poog reveals Cure to heal himself.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3 -> Poog shuffles all 3 cards (Wand of Detect Magic, Cleric of Nethys, Mogmurch) from his discard pile into his deck.
I want to make sure that I recharge Cure; I think it's best to use Ak's blessing here, since it recharges and heals him, as opposed to mine which would discard. Hope this is okay.
Ak recharges Blessing of Hadregash (the top of the blessings discard pile is basic) to add a die.
Divine 8+1: 2d10 + 4 ⇒ (6, 1) + 4 = 11 -> Cure recharged. From blessing Poog's check, Ak shuffles a card from their discard pile (Blessing of Iomedae) into their deck.
Poog doubles back around, glancing at the 'sleepy' Gogmuff. Should he heal him?
Nah, big Chief Poog way more important. Poog heals himself magically and considers his holy symbol of Zarongel for a bit, before whistling a tune and walking away, leaving Gogmuff behind.
6 explorations and no henchman, alas. I won't explore again; a BYA effect would likely wipe my only remaining card anyway.
Anyway, Poog ends his turn and resets his hand.
Hand: Blessing of Calistria, Pyrotechnic Blast, Goblin Pegleg, Torch, Blessing of Zarongel, Sphere of Fire,
Displayed:
Deck: 10 Discard: 0 Buried: 2
Notes: Blessings are free to use.
If you're at my location at the start of my next turn, I'll hand a blessing to you next turn to keep you guys healed as you bless my checks.If anything would cause me to make a combat check off-turn, please bot me and have me display Sphere of Fire for combat. You may use your judgement whether to bot me or not for off-turn noncombat checks.
Sideboard cards:
Melee: Strength +1
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d10 [X] +1 [X] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ] +1 [ ] +2
Favored Card: Blessing
Hand Size 5 [X] 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.
Die Bumps: 1
Ak was handed Vulture.
Ak recharged Blessing of Hadregash, and was healed by 1 (healing back the blessing of Iomedae in his discard pile).
| BR redeux |
Looks like Scribbleface went before Poog. turned out no big deal this time, also looks like Both of you missed that Ak moved to Alchemical workshed. So Poog couldn't give vulture to Ak. and rolling for Piggy random unoccupied location wouldn't include alchemical workshed.
Piggy random unoccupied location: 1d2 ⇒ 1 Boneyard
During This Adventure: • You gain the Goblin trait.
• When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
• When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
During This Scenario: • When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
• To win the scenario, close all locations.
Additional Rules: Party Deck Tracker
Turn Order:
1 - Poog/Yewstance
2 - Aric/VampByDay
3 - Reepazo/Redelia
4 - Ak/dinketry
Cohort 2
Traits: Animal Mount Veteran
Display this card next to your deck. While displayed, you may recharge a card to add 1d4 plus the scenario’s adventure deck number to your non-combat check. While displayed, at the end of your turn, you may recharge a card to move.
“Squealy is fearsome boar! Poog will tame him!” —Poog
Turn: 9, Reepazo/Redelia
Monsters
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:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barriers
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:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Traits:
Skirmish
Task
Dare
To Defeat:
See below Each character summons and encounters the henchman Cooking Eagle. If any of the henchmen are defeated, this card is defeated.
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:
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:
2-Handed
Elite
Firearm
Piercing
Ranged To Acquire:
Dexterity
Ranged
Craft 4 For your combat check, discard this card to use your Dexterity or Ranged skill + 2d6. Then roll 1d6, or 1d12 if proficient with weapons. On 1-2, bury this card; on 5 or more, shuffle it into your deck.
Bury this card to add 2d6 to a combat check by a character at another location.
Weapon B
Traits:
Basic
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.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spells
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 6 Discard this card to add 1d10 to your Knowledge, Perception, or Surivival check; if you succeed at the check, you may examine the top card of any location deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 8 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
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, 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 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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Alchemical
Attack
Basic
Fire
Liquid
Ranged To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item 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:
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:
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:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Allies
Ally B
Traits:
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:
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:
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 2
Traits:
Animal
Pirate To Acquire:
Wisdom
Survival 8 If you would fail a check by 4 or less, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits:
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 1
Traits:
Divine
Zarongel To Acquire:
Wisdom
Divine 11
OR Reveal 5 cards Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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 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 Venkelvore
Blessing 2
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 blessigns discard pile has the Venklevore trait, 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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 Hadregash
Blessing 1
Traits:
Divine
Hadregash To Acquire:
Wisdom
Divine 5
OR Bury an ally Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
Location #1: Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Ak/dinketry, One Piggy
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 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 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 15 Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol’ Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Weapon B
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.
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
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.
Location #2: Dying Garden
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/Redelia, No piggy
Location #3: Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord from the box.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Poog/Yewstance, One Piggy
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.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Two piggy
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:
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.
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.
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/VampByDay, One Piggy
Location #6: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Two piggy
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it 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 4 check to recharge this card instead of discarding it.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Weapon 1
Traits:
Elite
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
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.
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.
Henchman 2
Type: Monster
Traits:
Animal
To Defeat:
Combat 14
OR Survival 10 Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
| Poog, Bestest of Zarongel! |
Since it's been a while; clarifying that Poog handed Vulture to Reepazo, not Ak, as covered in Hangouts previously.
| Reepazo by Redelia |
Reepazo moves to the Boneyard. She looks around, and a weird undead bugbear jumps out to get her! Reepazo throws a vial of fire liquid at the yucky creature.
combat, bug mode: 1d12 + 2d6 + 1d6 ⇒ (11) + (5, 1) + (1) = 18
The bugbear is left as a smokey corpse.
alchemists' fire is banished, but I'll probably get it back
Reepazo gets her pet frilled lizard to help her look around.
A bunch of rotting rat corpses try to climb over them! Reepazo swings her sling staff at it. (discarding to try to make sure card doesn't get shuffled back in)
combat, bug mode: 1d12 + 1d6 + 1d8 + 1d6 ⇒ (2) + (1) + (6) + (6) = 15
The undead rats are destroyed.
Hand: Flaming Heavy Pick +1, Poog of Zarongel, Blessing of the Boss, Horsechopper, Vulture,
Displayed: Blessing of the Gobs 1,
Deck: 5 Discard: 7 Buried: 1
Notes: folio reroll not used
Sideboard cards:
"Dexterity d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"
Melee: Dexterity +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [x]+1 [x]+2 [ ]+3 [ ]+4
Divine: Wisdom +2
Charisma d6 [ ] +1 [ ] +2 [ ]
Survival: Charisma +3
Favored Card: Spell
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 ([x] 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).
| Reepazo by Redelia |
oops, forgot about the restriction in bug mode.
Reepazo punches at the yucky bugbear, rather than using her alchemists' fire. This gives 1d12+1+1d6, or (using the first die of that type from the above combat) 11+1+5, so the bugbear is still defeated.
Reepazo could not explore again, but will discard some things she can't use in bug mode.
Hand is the same as above, but alchemists' fire is discarded rather than banished.