[ACG] Season of the Runelords by Maelwys (Inactive)

Game Master Maelwys0

Party Tracking Sheet


1 to 50 of 975 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

DARK WATERS RISING

All hail! The Runelord Karzoug is dead!

It is hard to imagine that such a feat could be accomplished, yet in the high peaks of Xin-Shalast, a band of hardy adventurers defeated the Runelord of Greed. He conspired to bring a realm of nightmares into our world, but the adventurers sealed the Runewell. What this meant for Golarion was salvation.

But what does it mean for the other Runelords?

That, at the moment anyway, is hard to determine. At the very least, the attention of scholars and sages might be called to Hollow Mountain. The massive peak, legendary for its deep-cut catacombs running throughout its rocky walls, bears the visage of Alaznist, the Runelord of Wrath. She fled its refuge several thousand years gone, waiting for the remnants of the Empire of Thassilon to awaken. Rumors of increased activity in the ruins of Hollow Mountain are gaining momentum. Could recent events involving a runelord’s return be the cause of this mysterious and forbidding possibility?

It is impossible to know at this time. But looking upon the lands of Golarion, you can hardly imagine a better time. The lands are brimming with energy. Civilizations are on the rise, competition for territory is at an all-time peak, and monsters roam the countryside. One could hardly script a world more appealing to rule.

For adventurers such as yourselves, the siren song of Hollow Mountain is difficult to resist. That said, you could imagine meeting your doom there. So now is the time for preparation. The heroes who defeated Karzoug began their journey in Sandpoint, the site of a surprising amount of tumult for a town its size. Modeling yourselves in their image, you will head there first. There you will gain supplies, sharpen your skills, and make your reputation.

Because what the killing of Karzoug represents to you is not history or legend. To you, it represents opportunity.

And will it represent an opportunity to the other Runelords as well? Only time will tell.


Nok-Nok's Deckhandler | Party

"Lamashtu's chosen Nok-Nok be
That's why his eyes number three
Middle eye is not real... yet
But soon will be, on that you bet!

Stupid gobs want Nok-Nok dead
Bang a drum beat on his head
His Loyalty, it knows no end
Nok-Nok longshank's bestest friend!"


Scenario 2-1A: Goblins? Gross!

The forests around Sandpoint are riddled with goblins. The Thistletop tribe was cleared out by the adventurers who slew Karzoug, but the gap has been filled by the Mosswoods, Licktoads, and Seven Tooths. They are no smarter than the Thistletop denizens, but they are quite a bit more numerous.
On this bright and sunny day, the good news is that they rarely attack during the daytime. Unless roused against a common enemy, goblins are scavengers who would much rather fight when their opponents are sleeping.
Then again...
You come across the body of a goblin that has been speared through the chest and driven into a tree. Perhaps the work of an elven ranger? It’s worth taking a look.
Well, this is interesting, you think. Instead of the normal lumpy green skin, this goblin’s skin tone varies from vomit green to deep blue to bright purple. The goblin’s eyes and mouth are completely surrounded by bulbous, oozy nodules extending down to its windpipe. It’s possible that given a day or less, the goblin would have died from suffocation from its own irregular mutations. In fact, in such a circumstance, he might be slain by his own—
“Goblins need to slake their thirst!
Time to drink, but kill you first!”
Oh, of course, you think, as you see gleaming red eyes open in
the branches. That’s why there’s a goblin stuck to a tree.

Villain: Gogmurt
Henchmen: Goblin Raiders
During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.


Party | Oracle - Tier 1.3

Are there any girls here?


Nok-Nok's Deckhandler | Party

Not girl, but Nok-Nok is soon to be fith goblin god! ...take me with you and I will bless you with my glorious favor!

I think Nok-Nok, should be set to go. The profile link has access to his decklist and deckhandler if anyone is interested. Just waiting to pick location and then I'll draw the hand and update.

Nok-Nok wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Probably going to head for a location with barriers and/or monsters as I get a plus for each one in certain circumstances.
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


Party | Oracle - Tier 1.3

Grazzle ready to kill, heal, and eat bugs, and he's all out of bugs.

Grazzle wrote:

Hand: Blessing of the Spellbound #2, Fireblade, Viper Strike, Cure #1, Chronicler, Blessing of the Spellbound #3,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: The first blessing is available as needed; the second I will save for an Arcane or Divine check.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Here's the starting setup, please choose starting locations and draw/post your starting hands, and then I'll post everything for the first turn.

During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 0, Aric/sirrogue

Top of Blessing Discard Pile:
Blessings Remaining: 30

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
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: None

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Nok-Nok's Deckhandler | Party

Nok-Nok go kill stupid Gobs at Goblin Fortress. No more banging my head for drum!

Nok-Nok wrote:

Hand: Blessing of the Quartermaster 2, Rochin, Compass, Bronzed Leather, Silver Balladeer,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing is available if needed, single die to any check.
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


Party | Oracle - Tier 1.3

Grazzle will go to the Woods, full of tasty bugs to eat and things to See.


Oh my! I don't know that I'll be of any help against these filthy creatures! Er, no offence, Nok-Nok.
I suppose I might be able to help coordinate efforts...from the safety of the City Gate, that is! Don't be alarmed if you don't see me...I will likely be just behind the parapet, waiting to strike! yes. That's it.

Aric wrote:

Hand: Blessing of the Spy 1, Mask of the Red Raven, Appleslayer, Psychic Detective, Rapier, Gambeson,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: My blessing doesn't add dice for you, so no help here!
Cards in Kit: Cutlass, Compass, Blessing of the Gods,

Skills and Powers:
SKILLS

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

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


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 1, Grazzle/MidnightLich

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -38
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -37
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -36
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -35
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -34
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -33
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -32
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil 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 combat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -31
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -30
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -29
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -28
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -27
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -26
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -24
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -22
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -21
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -20
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -18
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -17
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -16
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -14
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -13
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -12
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

City Gate Card 1:
Longbow +1
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.

City Gate Card 2:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

City Gate Card 3:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran To Acquire:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

City Gate Card 4:
Ogre
Monster C
Traits:
Giant
Ogre To Acquire:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

City Gate Card 5:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead To Acquire:
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.

City Gate Card 6:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

City Gate Card 7:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

City Gate Card 8:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 9:
Masterwork Tools
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.

City Gate Card 10:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

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

Goblin Fortress Card 2:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Cultist
Monster B
Traits:
Basic
Cultist
Human To Acquire:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Goblin Fortress Card 4:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

Goblin Fortress Card 5:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Goblin Fortress Card 6:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Goblin Fortress Card 7:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma~Diplomacy 6
OR Dexterity~Stealth 8
Banish this card to add a random item from the box to your hand.

Goblin Fortress Card 8:
Thieve's Tools
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.

Goblin Fortress Card 9:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

Woods Card 1:
Flaming Mace +1
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.

Woods Card 2:
Goblin Dog
Monster 1
Traits:
Animal
Basic To Acquire:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 3:
Potion of Energy Resistance
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.

Woods Card 4:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Woods Card 5:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm To Acquire:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Woods Card 6:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Woods Card 7:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Woods Card 8:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Woods Card 9:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Woods Card 10:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock To Acquire:
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.

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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

Farmhouse Card 1:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock To Acquire:
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.

Farmhouse Card 2:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 3:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 4:
Potion of Ruggedness
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.

Farmhouse Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 6:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 7:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 8:
Mattock
Item C
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.

Farmhouse Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 10:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Party | Oracle - Tier 1.3

Grazzle goes to the Woods to See Yes, to See and find food. The bugs are smaller here than home, and Grazzle is cold So cold. Grazzle walks along the road, heading into the woods. A man, long dead, lays hidden in the brush. Curious, Grazzle heads to where he Saw the man, and finds him holding a finely crafted mace. Magic. Fire.

Grazzle prefers his walking stick, and proceeds past the humanClumsy, brutish weapon, uninterested. Check to Acquire Flaming Mace +1: Strength 11: 1d6 ⇒ 1. Then I discard my Chronicler to explore again.

Grazzle has a human Not a pet or food that travels with him, recording what he does for other humans. He stays to write about the dead man, so Grazzle heads deeper into the wood. Beware! Grazzle whips his head around in time to see a small, canine mammal leap at him. In spite of the name, Goblin Dog does not have the Goblin trait. Grazzle reaches into his power Blessed be the Lizard Gods! and calls forth a blade of fire, channeling it into the beast. More! Danger! Heeding what Grazzle Sees, Grazzle taps into my divine power to channel extra energy into the spell. Casting Fireblade with a Blessing of the Spellbound to defeat the Goblin Dog: Combat 9: 2d8 + 2d4 + 3 ⇒ (7, 7) + (4, 2) + 3 = 23. Grazzle's spell rips the creature apart, leaving charred flesh and scarred bones. Due to my power, Fireblade is automatically recharged, as is the Blessing due to its power.

Again! Go! Grazzle Sees the future, and presses forth into the Woods. Discard my other blessing to explore again. Grazzle walks for some time, stopping occasionally to eat the strange bugs of the forest. On the big tree, a gift from the Lizard Gods Grazzle walks around the trunk of the big tree, and sees O'ak moss. Grazzle smiles, and pulls a vial of incomplete potion from his robes. Grazzle scrapes some moss off the tree, grinds it fine, and mixes it into the potion. Power, add the power Grazzle pushes a little power into the mixture. Check to Acquire the Potion of Energy Resistance: Craft 4: 1d10 + 1 ⇒ (3) + 1 = 4. Yes! Good! Grazzle's magic binds the components together into a potion. Stowing the completed potion into his robes, he sits to rest. Deep in the woods, your quarry lies.

Grazzle wrote:

Hand: Potion of Energy Resistance, Blessing of the Spellbound #1, Viper Strike, Cure #1, Crocodile Skin Armor, Spellbook,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: My blessing is free (recharge) on an Arcane or Divine check, but available for all.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.

Turn: 2, Nok-Nok/rhynndavrie

Top of Blessing Discard Pile:

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

Blessings Remaining: 28

Blessings Deck

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

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

City Gate Card 1:
Longbow +1
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.

City Gate Card 2:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

City Gate Card 3:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran To Acquire:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

City Gate Card 4:
Ogre
Monster C
Traits:
Giant
Ogre To Acquire:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

City Gate Card 5:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead To Acquire:
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.

City Gate Card 6:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

City Gate Card 7:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

City Gate Card 8:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 9:
Masterwork Tools
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.

City Gate Card 10:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

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

Goblin Fortress Card 2:
Bracers of Protection
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Cultist
Monster B
Traits:
Basic
Cultist
Human To Acquire:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Goblin Fortress Card 4:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

Goblin Fortress Card 5:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Goblin Fortress Card 6:
Ambush
Barrier B
Traits:
Skirmish
Veteran To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Goblin Fortress Card 7:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma~Diplomacy 6
OR Dexterity~Stealth 8
Banish this card to add a random item from the box to your hand.

Goblin Fortress Card 8:
Thieve's Tools
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.

Goblin Fortress Card 9:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Woods Card 1:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Woods Card 3:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

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

Woods Card 5:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

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

Woods Card 7:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock To Acquire:
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.

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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

Farmhouse Card 1:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock To Acquire:
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.

Farmhouse Card 2:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 3:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 4:
Potion of Ruggedness
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.

Farmhouse Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 6:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 7:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 8:
Mattock
Item C
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.

Farmhouse Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 10:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Nok-Nok's Deckhandler | Party

Nok-Nok will show his divinity by bringing down Gobs Fortress. Lamashtu has shown this to him. He strides boldly towards the Fortress, which looks more like sneaking in a side back entrance.

Must be a Licktoad fortress as Nok-Nok immediately comes across a Toad. Nok-Nok jumps after it quickly, thinking Toad might make good snack later.

Toad: Check to Acquire - Int 7: 1d4 ⇒ 4

Toad zigged as Nok-Nok's foot came down. *squash* Squished toad between the toes sounds less appealing for snack. Nok-Nok wipes his foot off cursing stupid toad and continues on.

Discarding Silver Balladeer to explore.
As he rounds a corner, Nok-Nok hears terrified sounding singing of longshank. Hard to determine where is coming from, but longshank sounds like in need of friend, so Nok-Nok tries to follow sound of the voice, but as he rounds a corner he trips over a bracer left in the hallway. Stupid Gobs always leaving stuff around, but Nok-Nok can use in his divine smiting!

3 Monsters in location, Nok-Nok is +3 to check to acquire items.

Bracers of Protection: CtA - Int 3: 1d4 + 3 ⇒ (4) + 3 = 7

Clearly Lamashtu favors Nok-Nok. He quickly straps on the bracer, pulls out his compass and tries to hone in again on distressed longshank friend to be.

Opening a door, Nok-Nok finds a Cultist poised over a table with a dagger upraised. Nok-Nok charges forward with his Rochin to save new longshank friend!

1 Barrier in this deck, so +2 to combat. Rochin is finesse so adding 1d4 for finesse weapon.

Cultist: CtD - Combat Str 9: 1d8 + 1d6 + 1d4 + 2 ⇒ (7) + (6) + (4) + 2 = 19

Rochin quivers in the Cultist's back as Nok-Nok glances around to see if anyone was alerted by the brief struggle. No longshank friend to be seen...must have been a different room. Nok-Nok slinks under the table to calm his nerves.

Drawing to end. Over to Arik.

Nok-Nok wrote:

Hand: Bracers of Protection, Rochin, Quartermaster, Bronzed Leather, Blessing of the Quartermaster 2,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Blessing ok to use, 1 die for any check, recharges if non-combat so that's preferred. (Goblin Fortress - 3 Monsters 1 Barrier)
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 3, Aric/sirrogue

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -19
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil 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 combat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -17
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -16
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -15
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -14
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -13
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -10
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -9
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card -8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -7
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 0
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

City Gate Card 1:
Longbow +1
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.

City Gate Card 2:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

City Gate Card 3:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran To Acquire:
Intelligence~Arcane 8
OR Dexterity~Acrobatics 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.

City Gate Card 4:
Ogre
Monster C
Traits:
Giant
Ogre To Acquire:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

City Gate Card 5:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead To Acquire:
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.

City Gate Card 6:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

City Gate Card 7:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

City Gate Card 8:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 9:
Masterwork Tools
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.

City Gate Card 10:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity~Acrobatics. 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.~Discard this card to explore your location.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

Goblin Fortress Card 1:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

Goblin Fortress Card 2:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

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

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

Goblin Fortress Card 5:
Thieve's Tools
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.

Goblin Fortress Card 6:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 7:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Woods Card 1:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Woods Card 3:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

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

Woods Card 5:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

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

Woods Card 7:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock To Acquire:
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.

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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

Farmhouse Card 1:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock To Acquire:
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.

Farmhouse Card 2:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 3:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 4:
Potion of Ruggedness
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.

Farmhouse Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 6:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 7:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 8:
Mattock
Item C
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.

Farmhouse Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 10:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Aric wrote:

Hand: Blessing of the Spy 1, Mask of the Red Raven, Appleslayer, Psychic Detective, Rapier, Gambeson,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: My blessing is generally more useful for me, but you can use it if it will help.
Cards in Kit: Cutlass, Compass, Blessing of the Gods,

Skills and Powers:
SKILLS

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

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


"Good day, Captain. A fine day in our fair city!"

A fine day to extort money from these poor souls entering our city, eh, you corrupt swine?

"Lovely weather today, don't you think? LOVELY weather."

Lovely weather.

For justice.

Aric can only bear the patronizing of the guard captain's forced smile for so long before pushing past him and climbing the steps of the City Gate. Nobility has its privileges after all, whether or not the captain is in on the scheme to get bandits through the gate, he values his position enough to not obstruct one of the city's upper crust. And what harm will this flouncy fop be anyway?

Fool.

Mavaro's intel suggests the smugglers are scheduled to enter this hour, and while he is not comfortable relying solely on the supernatural source, chatter from the previous night's ball confirmed it. With the occultist standing by below at the gate proper, Aric intends to handle this himself.

At the top of the wall Aric ducks into an empty guardhouse. He may have his quick-change garb on, but whether it is smuggler or corrupt guard, he knows he will have to fight a bandit to close these gates to evil. And if past performance is any indication, once you let one monster through, they just keep coming.

He stashes his dog whistle in his kit, withdrawing a compass with which to orient his plan. Then, with a flourish, he reverses his cloak and dons his cowl. Aric is gone. There is only...

The Red Raven.

Power: At start of your turn, swap characters and exchange a card in hand (Appleslayer) with a card in kit (Compass).


The Red Raven wrote:

Hand: Blessing of the Spy 1, Mask of the Red Raven, Psychic Detective, Rapier, Gambeson, Compass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Cards in Kit: Cutlass, Appleslayer, Blessing of the Gods,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([_] or when you examine a card in a location deck), you may replace your character and token with the 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.)

Emerging from the guardhouse, The Red Raven pushes his cloak back to proudly brandish his red leathers displaying the card Gambeson. While he prefers to remain hidden until the opportune moment, he prefers those that see him be stricken by the fear of knowing whom they face.

Skulking along the wall, the eyes of The Red Raven scour both sides of the gate, scouting the crowd for evildoers, and searching for the body language of one intent on skullduggery. Around one side of a parapet is a weapon rack, empty but for a single longbow. It looks serviceable but its negligent user has thrust the wide part of the curve into the narrow slot, wedging it unnaturally into place.

This weapon could do well in the service of vengeance, especially from this height.

The Red Raven prepares to tug the bow loose, then remembers a quick-looting technique he saw used by his nimble-fingered colleague Nok-Nok. Hoping the blessings of the goblin's quartermaster god ( using Nok-Nok's Blessing of the Quartermaster on a non-combat check, so it is recharged) are with him, the Raven gives the bow a sharp twist as his pulls.

Longbow +1 Check to Aquire 9: 2d10 ⇒ (7, 4) = 11

The torque is sharp enough to pull the Weapon 1 free. He must remember to thank Nok-Nok later.

But he is here on a mission, so the Raven remembers his training using Blessing of the Spy to expore again, adding one die to my checks, falling back into his skulting posture, and continues to patrol.

No sooner does he return to his task, than he hears a sharp clank, and futher down the wall, sees a grappler being recovered by a Goblin Raider who has just finished scaling the wall. BRIGAND.

Before he can act, however, the Raven is struck by a palpable wave of what can only be called Goblin Stench. Goblin trait: 1d6 ⇒ 1 Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
Goblin Stench Con check 5: 2d6 ⇒ (4, 4) = 8. Traveling with Nok-Nok informs the Raven of what this is, and his spy reflexes shift hims a few steps to the side so he is no longer directly downwind. While he still feels his gorge rising, he forces it down and focuses on cutting down this knave.

While the longbow is serviceable, with the blessing of the spy behind him, this is a job for his trusty rapier. Rapier attack has Finesse, so I gain Melee: Dex+3, extra die from my Blessing of the Spy again, + 2d4 from rapier.

Goblin Raider CtD 8: 2d10 + 3 + 2d4 ⇒ (2, 9) + 3 + (3, 1) = 18

The Raven lunges forward, piercing the creature's heart. It lets out nary a squeak before it's head lolls bad, revealing his heretofore unseen companion just behind. This is the Bandit matching Mavaro's description. So this is the gutterscum funneling filth into the city.

Not today.

Knowing how grabby bandits can be, the Raven kicks his fallen bow behind him Bandit power: Before the encounter recharge a card of your choice from hand, then, holding the goblin up still skewered on his rapier, he charges the bandit, pinnning him against the wall and thrusting his blade through the goblin and into the bandit.

Bandit CtD 8: 2d10 + 3 + 2d4 ⇒ (5, 6) + 3 + (1, 1) = 16

The blade pierces the bandit's lungs and he lets out a wordless wheeze before expiring. The Red Raven places a foot on the goblin's chest and heaves his blade out of the two foes, toppling them to the ground.

"Not today," he repeats, this time aloud in a guttural snarl.

Their equipment is nothing worth keeping to the vigilante; best leave them to the city guard. But his keen eye catches a rumple in the bandit's vest; simply disheveled to the layperson's eye, the noble fashionista would know that drape and angle was too sharp and rumpled to be fabric.

Ripping open the lining of the garment, he finds a parchment; delivery schedules and smuggling routes, all leading back to a single Farmhouse not far outside the City Gate. At last. Enough with treating the symptoms; it is time to cure the disease.

The Raven scrawls a note to Mavalo on the back on the parchment that the threat here is ended and sticks it to the Bandit with his own dagger, then pulls out his compass and orients himself towards the Farmhouse ( recharging Compass to move then examine top card of your location). Using the goblins grappler, he launches himself off the city gate and down into the countryside to dispense justice.

(a short but stealthy jog later...)

The Raven approaches the Farmhouse through the overgrown crops to avoid detection. These fields haven't been cared for in months; an obvious front for evildoers.

Before reaching the Farmhouse proper, The Red Raven spots a Battered Chest just outside the back door. A smuggler's cache. Could this contain some useful tools against evil? Some clue as to their motivation or ultimate goals? It is worth the time to investigate before charging into this den of evil?

Caution. Planning. Useful tools in the vigilante arsenal. The Red Raven backs slowly into the edge of the crops, fading into the unharvested foliage and weighs his options.

Resetting my hand and ending my turn.

The Red Raven wrote:

Hand: Mask of the Red Raven, Psychic Detective, Rapier, Kama,

Displayed: Gambeson,
Deck: 10 Discard: 1 Buried: 0
Notes:
Cards in Kit: Cutlass, Appleslayer, Blessing of the Gods,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([_] or when you examine a card in a location deck), you may replace your character and token with the 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.)


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 4, Mavaro/CaptMDKirk

Top of Blessing Discard Pile:

Blessing of Erastil:
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil 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 combat 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: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 22
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 25
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 26
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

City Gate
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/CaptMDKirk, None

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

Goblin Fortress Card 1:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

Goblin Fortress Card 2:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

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

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

Goblin Fortress Card 5:
Thieve's Tools
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.

Goblin Fortress Card 6:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 7:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Woods Card 1:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Woods Card 3:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

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

Woods Card 5:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

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

Woods Card 7:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock To Acquire:
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.

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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/sirrogue, None

Farmhouse Card 1 (Battered Chest):
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock To Acquire:
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.

Farmhouse Card 2:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom~Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 3:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 4:
Potion of Ruggedness
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.

Farmhouse Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 6:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 7:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 8:
Mattock
Item C
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.

Farmhouse Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 10:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Mavaro will begin searching in the Farmhouse for ancient bone cogs... or was it cone bogs...

Top card of my deck is Portable Ram (Str/Melee)

Mavaro wrote:

Hand: Mind Thrust, Haki Stick, Blood Periapt, Fan of Flames, Flight Arrows, The Missing Eye,

Displayed:
Deck: 8 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size 6
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat one or more cards of one type of boon as boons of your favored card type.


Mavaro takes a gander at the uncovered Battered Chest, and determines that it definitely needs to be brute forced open (thinking about his Portable Ram on top to gain 1d8+1 on Strength).

Strength 8: 1d8 + 1 ⇒ (3) + 1 = 4

Obviously this doesn't have any bone cogs in it, otherwise Mavaro would have been more motivated to open it. (Banish barrier)

Without a way to explore again, Mavaro discards Flight Arrows and draws Portable Ram, revealing a Heavy Wooden Shield on top of his deck.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 5, Grazzle/MidnightLich

Top of Blessing Discard Pile:

Blessing of Shelyn:
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.

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 21
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 24
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

Goblin Fortress Card 1:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 2:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

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

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

Goblin Fortress Card 5:
Thieve's Tools
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.

Goblin Fortress Card 6:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 7:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

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

Woods Card 2:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

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

Woods Card 4:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Woods Card 5:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Woods Card 6:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Woods Card 7:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock To Acquire:
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.

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.
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: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

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

Farmhouse Card 2:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 3:
Potion of Ruggedness
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.

Farmhouse Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 5:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

Farmhouse Card 7:
Mattock
Item C
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.

Farmhouse Card 8:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 9:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Party | Oracle - Tier 1.3

Grazzle rises from his respite, and proceeds to push deeper into the Woods It's time to go. Grazzle walks until the trees thicken, the underbrush grows wilder, and the passage narrows. Danger! Grazzle stops and looks and Sees Trap, deliberate, danger this is a Trapped Passageway, lined with razor-like thorns and poisonous plants.

Grazzle asks the lizard gods for their favor, studying the passage and using the Blessing of the Spellbound in his hand. Grazzle Sees Flesh torn, toxins in the blood he can not force his way through, so wraps his exposed skin in his cloak and carefully begins Slow moving steady through the passage.
CtD Trapped Passageway - Wisdom 9: 2d10 ⇒ (9, 1) = 10

Grazzle makes it through the passage We saw the way unscathed, whispering a prayer to his gods. Beyond, there is a clear trail widening ahead, so he strides forward She who laid the trap is near! Grazzle's eyes widen, realizing whomever set that trap is surely near There! and whirls around to see a Goblin Raider with a large head and a menacing blade drop out of the trees.

Goblin Encounter: 1d6 ⇒ 6 - Bury a random card from your discard pile. Random Card in Discard Pile: 1d3 ⇒ 2
Even with his Sight, Grazzle was caught off guard, and drops one of his totems The gods! as he drops back into a fighting stance.

The Goblin Raider screams and charges Left she comes, but Grazzle dodges to the right and evades her strike. Grazzle pulls a carved snake figure from his robes Venom hisses, venom burns, imbuing it with energy and flinging it at the screaming goblin female. The magic turns the wooden figure into a Venom Strike - a six-foot long bog viper Bite bite bite that sinks its fangs into the Goblin Raider's neck. The venom her blood, on fire, enhanced by the magic, causes the woman to scream and fall to the ground, writhing on the ground as it spreads, killing her. She's still twitching several minutes later, even though she died in seconds.
CtD Goblin Raider - Combat 8: 1d8 + 2d4 + 3 ⇒ (7) + (4, 2) + 3 = 16. Venom Strike automatically recharges due to my power.

Protection, defense, guarding. Grazzle slowly climbs the tree to find what the Goblin Raider left behind. Her pack contains mostly worthless trinkets and goblin pickles Not good for non-goblins; he picks them up to bring them to his ally, Nok-Nok, but is distracted by a crudely drawn map. A cave outside the city is marked on the map Many Goblins there. He leaves the pickles, grabs the map, and begins to head out of the Woods.
Survival 6 to Close the Woods: 1d10 + 2 ⇒ (1) + 2 = 3 Using my once per scenario shirt re-roll: Survival 6 to Close the Woods: 1d10 + 2 ⇒ (10) + 2 = 12

Once clear of the trees, he channels healing energy Cure into himself, repairing his wounds and vital energy, and heads towards the Treacherous Cave to See again.
Cure: 1d4 + 1 ⇒ (1) + 1 = 2. Cure automatically recharges due to my power.

Grazzle wrote:

Hand: Potion of Energy Resistance, Blessing of the Spellbound #2, Cure #2, Fireblade, Crocodile Skin Armor, Spellbook,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes: My blessing is free (recharge) on an Arcane or Divine check, but available for all.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 6, Nok-Nok/rhynndavrie

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 20
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Nok-Nok/rhynndavrie, None

Goblin Fortress Card 1:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Goblin Fortress Card 2:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

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

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

Goblin Fortress Card 5:
Thieve's Tools
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.

Goblin Fortress Card 6:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 7:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
Traits:
Elite
Siren To Acquire:
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead To Acquire:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead To Acquire:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

The Old Light Card 10:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
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: Grazzle/MidnightLich, None

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

Treacherous Cave Card 1:
Wand of Shield
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.

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

Treacherous Cave Card 3:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran To Acquire:
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.

Treacherous Cave Card 4:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead To Acquire:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 5:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 6:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 8:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 9:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Treacherous Cave Card 10:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

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

Farmhouse Card 2:
Tickwood Boar
Monster 1
Traits:
Animal To Acquire:
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.

Farmhouse Card 3:
Potion of Ruggedness
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.

Farmhouse Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 5:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

Farmhouse Card 7:
Mattock
Item C
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.

Farmhouse Card 8:
Scout
Monster B
Traits:
Human
Ranger
Veteran To Acquire:
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.

Farmhouse Card 9:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Nok-Nok's Deckhandler | Party

Start of turn upkeep. Recharging Blessing of Quartermaster for Red Raven.

Alright, stupid cultist was not Gobs Chief...so Gobs Chief is still around. Must find to bring down fortress. Nok-Nok is about to leave to continue his search, when he hears footsteps approaching the door. He ducks behind and waits and sees a chief-esq looking Goblin.

Goblin Encouter: 1d6 ⇒ 3 Running after this encounter.

Same fight as before - 1 Barrier at this location, so +2 to combat. Rochin is finesse so adding 1d4 for finesse weapon.

Goblin Henchman - CtD 8+2 = 10: 1d8 + 1d6 + 1d4 + 2 ⇒ (7) + (2) + (4) + 2 = 15

As the Goblin Henchman passes Nok-Nok's position he charges his back, Nok-Nok twists the Rochin in and takes the large Goblin to the floor. He twisting the spear a final time Nok-Nok pulls it out and and starts looking for an exit.

With gob chief dead, fortress should collapse on it's own.
Random Location - ignoring 2: 1d6 ⇒ 5 Treacherous Cave

He's about to head back the way he came, but the sound of an oncoming patrol forces Nok-Nok to reroute through the caves near the fortress.

Discarding Quartermaster to explore

Nok-Nok has heard of these caves from longshank Quartermaster in town who said they thought Gobs had been leading attacks out of them. They talked for a really long time about possible paths through the caves. Nok-Nok tries really hard to remember what he said, but can't...since he just kept going on and on and on... So lacking any hard intel he just heads forward as quietly as possible.

2 monsters and 1 barrier at this location - checks to acquire weapons/items +2, checks to combat +2. Using Grazzle's Blessing of Spellbound#2.
Wand of Shield - CtA: 2d4 + 2 ⇒ (4, 3) + 2 = 9

As Nok-Nok is walking he trips over a Wand of Shield that someone dropped that got wedged in a crack in the floor. Fortunately Lamashtu must have provided this as it appears to not have been broken despite it fouling up his feet.

Nok-Nok picks it up and continues his journey out of the caves.

Discarding Wand of Shield and drawing up to end.

Nok-Nok wrote:

Hand: Bracers of Protection, Rochin, Dogslicer, Bronzed Leather, Reformarium Servant,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: No help here. =( (Goblin Fortress - 3 Monsters 1 Barrier) (Treacherous Cave - 2 Monsters 1 Barrier)
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 7, Aric/sirrogue

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 19
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of 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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
Xulgath
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.

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

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

Goblin Fortress Card 4:
Thieve's Tools
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.

Goblin Fortress Card 5:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 6:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 8:
Large Chest
Barrier C
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.

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

The Old Light Card 10:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MidnightLich, None

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

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

Treacherous Cave Card 2:
Enchanter
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.

Treacherous Cave Card 3:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 5:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 7:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 8:
Scout
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.

Treacherous Cave Card 9:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

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: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

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

Farmhouse Card 2:
Tickwood Boar
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.

Farmhouse Card 3:
Potion of Ruggedness
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.

Farmhouse Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 5:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

Farmhouse Card 7:
Mattock
Item C
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.

Farmhouse Card 8:
Scout
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.

Farmhouse Card 9:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Party | Oracle - Tier 1.3

Update to my hand, since my Blessing was used.

Grazzle wrote:

Hand: Potion of Energy Resistance, Cure #2, Fireblade, Crocodile Skin Armor, Spellbook,

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


As The Red Raven considers the chest, he finds his message was received as he sees Mavaro move in from another direction and deal with it.

Returning his attention to the Farmhouse proper, he briefly considers entering as his alter ego, talking his way through the encounter, then shakes his head. The denizens are either peasant farmers, sooner to be hostile than genuflect to a noble, or more likely full of bandits and thieves who require swift retribution rather than swift wit.

Leaping towards the door, he takes a quick glance through the adjacent window before charging in, examining the top card of my location at the end of my move step, and see that it is empty save for a chair and small table covered in bandages, both bloody and clean. A first aid station?

Not so wounded as we were led to believe. So much the better.

The Raven pushes silently into the room and as he glides to the nearest egress, he notes a short rod poking out from beneath the bandages, and, is that a rune of healing? Unwilling to pause in his quest, the Raven makes a snap assessment as he passes.

Wisdom CtA 7: 1d8 ⇒ 6

Unable to confirm it's value, he pushes forward. As he prepares his charge, a voice unbidden comes to his mind. "There is a rather violent looking boar in that next room there, my dear."

The Raven does not start quite to much as the first time he employed her, but he is still unaccustomed to the psionic powers of his detective consultant. He buries an internal curse, but it is apparently not enough to only think the curse.

"Don't take that tone with me. You contracted me for warnings of the unexpected. You stormed in hear expecting bandits, not livestock. Don't blame me if the unexpected isn't what you weren't expecting." He doesn't know how he should be able to hear her huff, but he imagines it is so. Hand on his rapier, he moves forward to skewer the beast.

Time to bring home the bacon.

Tickwood Boar Wisdom 7: 1d8 ⇒ 7

Without the detective's warning, he admits he may have been taken aback by the creature's ferocity, but knowing what to expect, The Raven is properly prepared to strike.

Tickwood Boar CtD 8: 1d10 + 2d4 + 3 ⇒ (9) + (3, 4) + 3 = 19

Catching the big unawares, the needle-sharp point of The Raven's rapier pierces the creature's jugular. The plump pig would indeed make a feast; if circumstances allow, he should certainly recover the carcass and serve it up in a celebration to Baron Seager. It would be poetic to serve the corrupt baron a mouthful of his ill-gotten gains.

Noble frivolity later. For now...justice.

The Red Raven wrote:

Hand: Mask of the Red Raven, Rapier, Kama, blessing of the Spy 2,

Displayed: Gambeson,
Deck: 9 Discard: 2 Buried: 0
Notes:
Cards in Kit: Cutlass, Appleslayer, Blessing of the Gods,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([_] or when you examine a card in a location deck), you may replace your character and token with the 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.)


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 8, Mavaro/CaptMDKirk

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 18
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 21
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
Xulgath
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.

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

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

Goblin Fortress Card 4:
Thieve's Tools
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.

Goblin Fortress Card 5:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 6:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 8:
Large Chest
Barrier C
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.

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

The Old Light Card 10:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MidnightLich, None

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

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

Treacherous Cave Card 2:
Enchanter
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.

Treacherous Cave Card 3:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 5:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 7:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 8:
Scout
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.

Treacherous Cave Card 9:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

Farmhouse Card 1:
Potion of Ruggedness
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.

Farmhouse Card 2:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 3:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 4:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 5:
Mattock
Item C
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.

Farmhouse Card 6:
Scout
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.

Farmhouse Card 7:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Mavaro wrote:

Hand: Mind Thrust, Haki Stick, Blood Periapt, Fan of Flames, Portable Ram, The Missing Eye,

Displayed:
Deck: 7 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size 6
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat one or more cards of one type of boon as boons of your favored card type.

After marveling at the sheer volume of pig's blood that the Raven's attack produced, Mavaro strides forward seeking a new discovery. His curiosity is rewarded, as he delicately removes a thin stoppered bottle from its nook amongst the straw and hay. Mavaro dismisses his Mind Thrust to search his deck for Possession, then places it on top of his deck to boost his Intelligence to equal his Knowledge skill.

Intelligence 6: 1d8 + 1 ⇒ (5) + 1 = 6

Having successfully added the Potion of Ruggedness to his arsenal as the obviously most interesting item here, Mavaro plops down cross-legged and becomes absorbed in the aged label, attempting to decipher its ancient text.

Aaaand scene.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 9, Grazzle/MidnightLich

Top of Blessing Discard Pile:

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

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 17
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 20
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
Xulgath
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.

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

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

Goblin Fortress Card 4:
Thieve's Tools
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.

Goblin Fortress Card 5:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 6:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 8:
Large Chest
Barrier C
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.

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

The Old Light Card 10:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/MidnightLich, None

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

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

Treacherous Cave Card 2:
Enchanter
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.

Treacherous Cave Card 3:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 4:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 5:
Potion of Energy Resistance
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.

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

Treacherous Cave Card 7:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 8:
Scout
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.

Treacherous Cave Card 9:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

Farmhouse Card 1:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 2:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 3:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 4:
Mattock
Item C
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.

Farmhouse Card 5:
Scout
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.

Farmhouse Card 6:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Party | Oracle - Tier 1.3

Grazzle, on his way to the Treacherous Cave, Sees his allies and knows their wounds Damaged, hurt, tired. He channels energy through the connections made with them, allowing them to heal their wounds. Discard three cards from the top of his deck - Walking Stick, Blessing of the Gods, and Viper Strike - to allow allies to collectively heal up to six (6) cards.

Grazzle finds his way to the entrance of the Treacherous Cave Earth gods are angry, and just inside the mouth of the cave he notices a Quarterstaff leaned up against the stone. The wood is well carved, and the weapon is nicely balanced; Grazzle takes the staff with him as he prepares to head deeper into the cave.
CtA Strength 3: 1d6 ⇒ 6.

Bones weary, difficult to See Grazzle leans against the staff, suddenly tired for reasons he cannot See. He channels energy into himself, letting the divinity of the Lizard gods soothe his aches and reinvigorate his spirit.
Cast Cure to heal: Cure: 1d4 + 1 ⇒ (1) + 1 = 2. Spell is automatically recharged due to his power.

Grazzle closes his eyes Focus, discipline, power and Sees deeper into the cave.

Grazzle wrote:

Hand: Potion of Energy Resistance, Blessing of the Spellbound #1, Quarterstaff, Fireblade, Crocodile Skin Armor, Spellbook,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: My blessing is free (recharge) on an Arcane or Divine check, but can be otherwise used to defeat a henchman or get a Card 1.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 10, Nok-Nok/rhynndavrie

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 16
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
Xulgath
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.

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

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

Goblin Fortress Card 4:
Thieve's Tools
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.

Goblin Fortress Card 5:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 6:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

The Old Light Card 2:
Siren
Monster C
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.

The Old Light Card 3:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 4:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 7:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 8:
Large Chest
Barrier C
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.

The Old Light Card 9:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

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

Treacherous Cave Card 1:
Enchanter
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.

Treacherous Cave Card 2:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 3:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 4:
Potion of Energy Resistance
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.

Treacherous Cave 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.

Treacherous Cave Card 6:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 7:
Scout
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.

Treacherous Cave Card 8:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Mavaro/CaptMDKirk, None

Farmhouse Card 1:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse Card 2:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Farmhouse Card 3:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 4:
Mattock
Item C
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.

Farmhouse Card 5:
Scout
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.

Farmhouse Card 6:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.


Nok-Nok's Deckhandler | Party

Blessing is Blessing of the Gods. I stink at these checks to close, going to try to move on.

Nok-Nok thinks really hard, then sees dog shaped stone formation and remembers! Longshank quartermaster said left of icky dog.

Fortitude 6: 1d10 + 2 ⇒ (9) + 2 = 11

Quickly Nok-Nok navigates the rest of the Treacherous Cave and soon sees a Farmhouse on a clearing. He quickly runs up to his bestest friends Raven guy and Mavarow! Nok-Nok cleared Gobs fortress all by his-self, told you I'm the best!

About that time a Goblin Henchmen charges out of the door of the farmhouse using the element of surprise to try and get past the party.

Goblin Encounter: 1d6 ⇒ 4 Random character get's to fight it.

1 - Nok-Nok is da best!!
2 - Raven guy is almost as sneaksy/stabby
3 - Mavarow the unprepared?

It's a race between the three to see who can dispatch the goblin the fastest!!

Wheel of Fun!: 1d3 ⇒ 2

Raven's fight!


Does goblin treachery know no bounds?

A call to arms alerts The Red Raven that the Farmhouse ringleader is beating feet in a cowardly retreat. But they cannot escape justice.

No one can escape justice.

And yet, even as his lightning reflexes carry him forward in a lunge that clears the entire front room and through the still-closing screen door, his mind at last processes that the call alerting him to the treachery was from a goblin as well: his stout colleague Nok-Nok. Even in the seemingly darkest of places, honor still shows itself. It gives the Raven strength, fortifies his will to continue avenging the fallen and bringing justice to the darkness.

The darkness...

Goblin Raider CtD 8: 1d10 + 2d4 + 3 ⇒ (6) + (4, 2) + 3 = 15

The Red Raven's mind returns to the moment as his blade pierces the back of the fleeing creature. Not a perfect kill; he was forced to aim lower than the heart to avoid its armor. But a fatal blow, to be sure, and this creature will suffer as he dies. Some would call this a cowards blow; a strike from behind, a fleeing opponent. But The Raven is not here for honor. This creature would to all this and more to those who could not defend themselves. He deserves no less.

Seeing Nok-Nok at the ready outside the Farmhouse, The Red Raven raises his blade in a salute to the goblin and nods, ceding the kill and the situation to his companion, as decorum would dictate.

We are not, after all, barbarians.


Nok-Nok's Deckhandler | Party

Nok-Nok's cry of congratulations is strangled into a Gwah! as he wildly gesticulates at the Red Raven as something further in the house appears behind the crusader poised to strike at his back!!

Red Raven gets the opportunity to close at the Farm House so we'll pause for a random monster. Assuming all goes well, we'll likely be closed here and I've already used my move. So I'm going to end my turn, unless the location doesn't close.

Nok-Nok wrote:

Hand: Bracers of Protection, Rochin, Dogslicer, Bronzed Leather, Reformarium Servant,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing ok to use, 1 die for any check, recharges if non-combat so that's preferred. (Goblin Fortress - 3 Monsters 1 Barrier)
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


Random Monster

Cultist:

Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.


Alerted by the would-be godthief, The Raven deftly uses the backswing of his salute to parry a blow from the hidden Cultist, no doubt a willing stooge from the Farmhouse aiding the goblins in their endeavor.

Cultist CtD Combat 9: 1d10 + 2d4 + 3 ⇒ (1) + (1, 4) + 3 = 9

A flick of the cape distracts the foe just enough for The Red Raven's blade to slip inside his defenses. He starts to struggle, but realizing the blade has already bit, the Cultist grins, grasps the blade with both hands and pulls it deeper into his body. "MY MASTER CALLS ME HOME. I SHALL RETURN AND SERVE MORE POWERFUL THAN BEFORE!!! HAHAHAHAHHAHAA-*BLECH*"

His monologue is cut short as The Raven twists the blade, speeding up the fatality of the wound. "Then serve in silence, crony."

The Farmhouse is closed.


Cultists. I hate these guys.

There are always rumors of cultist activity around The Old Light. They craggy peninsula, crashing waves and majestic lighthouse offers them a dramatic setting for...whatever it is they do. If there is a cult associated with this smuggling activity, it may be worth giving the lighthouse a look. But perhaps incognito scouting is best to start.

With a cape flourish, The Red Raven turns on heel and disappears back into the crops, leaving Nok-Nok to contemplate the Farmhouse.


Aric emerges from the other side of the field and onto the short road to The Old Light, stowing his extra weapons and hoping the gods will be on his side swapping characters at the start of turn, swapping the Kama in hand for the BotG in kit, then moving.

He whistles to himself on the road, hoping to seem unassuming to any onlookers, and makes his waya now the cliffs to the surrounding rocks. Nearly down to sea level, he encounters someone who's descent was not so controlled. The corpse seems to have been looted, but Aric can make out the shiny end of a small axe hilt protruding from beneath its body, the kind balanced for throwing.

While The Red Raven would certainly find a Returning Throwing Axe +1 to be useful, "Aric" is certainly incapable of wielding (much less, acquiring) such a weapon. With an internal sigh, Aric leaves the weapon and pushes onward.

I am the only weapon I truly need against the Darkness...

Inspired by the beauty before him and a Blessing of the Gods to go again, Aric continues humming his tune, and as he approaches the shore and turns towards the lighthouse, it gets...sweeter somehow? More finely tuned. And then he is humming in harmony. How is this possible? No, that takes two voices. Following the sound to his left, he sees a beautiful, mostly naked woman standing up to her knees in the waves. She should put something on, maybe, but isn't nudity just natural? Shouldn't all creatures shuck their worldly bonds? Who would want to cover such beauty?

EVIL.

The realization is like a jolt, even as the Siren continues to beckon to him, continuing the song where he left off. No...he is not equipped for this fight right now. Aric reaches for the cowl of the Raven (always ready to don at a moment's notice), but rather than a quick-change, he pulls just as far as his ears, adding it to his fists trying to muffle the sound. At the same time, he breaks into a run directly inland. Through the cloth and flesh, he can hear the edge of the song turn deadly, but still beautiful, and he dares not look back. Soon, with the addition of distance and the sound of blood pumping in his ears, the song is drowned out and Aric regains his faculties.

Recharging the Mask of the Red Raven to evade a monster I encounter and end my turn.

Perhaps traveling as the nobleman was an error in judgement. There is clearly something afoot here that cannot be reasoned with. But the crimson crusader needs no reason. Only vengeance...

Aric wrote:

Hand: Rapier, Blessing of the Spy 2, Clockwork Spy, Mancatcher, Lookout, Magnifying Glass,

Displayed: Gambeson,
Deck: 6 Discard: 3 Buried: 0
Notes: My blessing is generally more useful for me, but you can use it if it will help.
Cards in Kit: Cutlass, Appleslayer, Kama,

Skills and Powers:
SKILLS

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

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


During This Adventure:

During This Scenario: When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
Additional Rules: Turn order: Grazzle, Nok-Nok, Aric or The Red Raven, Mavaro
Turn: 12, Mavaro/CaptMDKirk

Top of Blessing Discard Pile:

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

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of Sarenrae
Blessing C
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 14
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18
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.

City Gate
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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
Xulgath
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.

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

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

Goblin Fortress Card 4:
Thieve's Tools
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.

Goblin Fortress Card 5:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Goblin Fortress Card 6:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

The Old Light Card 1:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence~Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

The Old Light Card 2:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 3:
Wand of Force Missile
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence~Arcane 7
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

The Old Light Card 5:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

The Old Light Card 6:
Siren
Monster C
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.

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

The Old Light Card 8:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

The Old Light Card 9:
Large Chest
Barrier C
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.
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

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

Treacherous Cave Card 1:
Enchanter
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.

Treacherous Cave Card 2:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Treacherous Cave Card 3:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 4:
Potion of Energy Resistance
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.

Treacherous Cave 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.

Treacherous Cave Card 6:
Greataxe
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength~Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Treacherous Cave Card 7:
Scout
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.

Treacherous Cave Card 8:
Leather Armor
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury it instead.

Farmhouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mavaro/CaptMDKirk, None


Mavaro follows the path of carnage in the Red Raven's wake of justice to the Old Light, and proceeds to poke around, finding a scroll of Sleep. With Possession still on top of his deck, Mavaro improves his Intelligence with his Knowledge.

Intelligence 4: 1d8 + 1 ⇒ (3) + 1 = 4

Finding no immediate use for Sleep, Mavaro tosses it aside and looks amongst his tools for another clue...

(Pass to Grazzle)

Mavaro wrote:

Hand: Potion of Ruggedness, Haki Stick, Blood Periapt, Fan of Flames, Portable Ram, The Missing Eye,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Still no a whole lot of help from my hand.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size 6
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([ ] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.
When building your deck, you may treat one or more cards of one type of boon as boons of your favored card type.


Party | Oracle - Tier 1.3

Grazzle, having restored his energy Blessed be the Lizard Gods, moves deeper into the Treacherous Cave. Grazzle snacks on cave spiders and uses his Sight to chart a path. Danger, magic! He turns around to see an Enchanter fling a spell of invisible force at him. Without his Sight We See, We Know, it would have hit him square in the back; with it, it knocks his Spellbook from his belt, throwing it into the depths.

Grazzle quaffs his Potion of Energy Resistance, knowing he is about to battle a spellcaster. Then Grazzle channels his magic and lets his frustration Yes and anger YES manifest into a Fireblade. Grazzle thrusts the blade into the Enchanter's flesh, savoring the heat It burns as he screams. Grazzle roars in his native tongue as the Enchanter dies it burns us. As the magic dissipates, Grazzle realizes how much energy he'd used as he looks at his scorched hands Relish in the pain. His potion protects him from harm, and he savors his victory.
Check to defeat the Enchanter Combat 9: 1d8 + 2d4 + 3 ⇒ (3) + (2, 2) + 3 = 10

The way, hazy Grazzle decides to pray to his gods and presses on into the cave. Discarding my Blessing of the Spellbound to go again. In the next cave Death, decay, danger, Grazzle smells death and sees an Ancient Skeleton rise from the ground.

Upkeep: Looks like everyone at an open location has to summon an Ancient Skeleton.


Party | Oracle - Tier 1.3

Grazzle grabs his Quarterstaff, the feeling of the wood Oak, elven, fallen comforting in his hands. He brings the heavy staff Aim for the shoulder! down onto the Ancient Skeleton's shoulder. The magic animating the undead falls apart with the blow Abominations, the bones collapsing back into the dirt.
Check to defeat, discarding Quarterstaff Combat 8: 3d6 ⇒ (1, 5, 2) = 8

Grazzle leans against the wall of the cave, exhausted.

Grazzle wrote:

Hand: Cure #1, Crocodile Skin Armor, Fire Snake, Chronicler, Blessing of the Gods, Viper Strike,

Displayed:
Deck: 4 Discard: 5 Buried: 1
Notes: Blessing of the Gods available to close or get a Card 1 (otherwise, ask.)
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: Everyone at an open location needs to summon and encounter an Ancient Skeleton, now appearing above.


Nok-Nok's Deckhandler | Party

Nok-Nok is at Farm House still after moving from Treacherous Cave, so no Ancient Skeleton for him since the location is closed. Nothing in my hand to help anyone else, and those checks shouldn't affect anything I do, so I'll continue on. Going to put it behind a spoiler so it doesn't affect your choices on how to handle the checks.

What Nok-Nok realizes:

Spoiler:

Start of turn
Blessing is Blessing of Erastil.

Nok-Nok ponders a bit, looks at dead goblin at his feat, thinks back to goblin he killed... ponders some more... something there... a light bulb slowly flickers on.

*sigh* Goblin Nok-Nok killed dressed similar, probably not chief, probably just wanna-be chief. He kicks stupid gob in side and starts back to the Goblin Fortress grumbling under his breath.

He just reaches the outer door of the fortress when a Xulgath on guard spots him and recognizes he isn't part of the Licktoad Tribe. The hulking lizard man charges Nok-Nok, who in his surprise at being spotted fumbles his Dogslicer!

Placing the dogslicer on top due to before you act on Xulgath. +2 to combat due to barrier at this location, still using Rochin, so adding 1d4 for finesse.

Xulgath CtD - Combat 9: 1d8 + 1d6 + 1d4 + 2 ⇒ (8) + (4) + (4) + 2 = 18

Nok-Nok is able to dodge deftly around the clumsy strikes of the Xulgath and is able to finish it off with a quick thrust of his Rochin.

Nok-Nok glances admiringly at the weapon as he pauses to reclaim his fumbled dogslicer. Maybe Nok-Nok should mark kills on this stabby stick of death...

Pitching Bracers of Protection to try and draw something to help you guys a bit...and have instead drawn most of my weapons.
Well at least I'm set to fight.

Nok-Nok wrote:

Hand: Dogslicer, Rochin, Sai, Bronzed Leather, Reformarium Servant,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: No help here. (Goblin Fortress - 3 Monsters 1 Barrier)
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


"Well, that's not good."

Aric is pretty sure something is afoot at The Old Light, but but he didn't expect thing to be grabbing his foot as he trips over it in the sand. Evading the Siren's attack has left him pretty far inland, but in his blind dash, he stumbles into the ruins of a shipwreck, and apparently, not all of its crew are at rest.

As the Ancient Skeleton emerges it continues to grab for where Aric has kicked free of its grip. The noble runs through his limited options. The creature seems a little too formidable for the Mancatcher he keeps handy for such occasions. None of his more useful weapons are in reach, and he cannot even flip his cowl to face it as the Raven. The only thing available to him is his rapier and his wit, and while one is clearly sharper, he uses the rapier instead.

Ancient Skeleton CtD 11: 1d6 + 3d4 ⇒ (2) + (3, 2, 4) = 11

A needle-thin point is not exactly the best weapon against a creature full of gaps in which to miss, but using that to his advantage, Aric gradually dodges the creature until it's in position, then charges the creature. He is able to successfully miss the bone, driving the blade through the creature and into one of the last large pieces of hull left half-buried on the shore. Unable to consider anything but attacking, the skeleton continues to futilely struggle to grasp at Aric instead of wiggling free.

A pity about having to leave the rapier, having discarding it for the extra die, but perhaps he can recover it at a more opportune time.


ENOUGH OF THIS.

In the shadow of a dune at the base of The Old Light, Aric disappears. Some distance down the shore around the end of the dune, emerges The Red Raven, having stowed the mancatcher and now brandishing a cutlass. Swapping characters and cards with kit at start of turn.

Approaching incognito has brought nothing but trouble. Now is the time for action. The time...of The Red Raven.

The Red Raven wrote:

Hand: Blessing of the Spy 2, Clockwork Spy, Lookout, Magnifying Glass, Cutlass,

Displayed: Gambeson,
Deck: 8 Discard: 2 Buried: 0
Notes:
Cards in Kit: Mancatcher, Appleslayer, Kama,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([_] or when you examine a card in a location deck), you may replace your character and token with the 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.)

Striding brazenly up to the the lighthouse, the Raven kicks open the door...and is nearly cook where he stands as a bolt of fire decends upon him. Gogmurt ByA Fire damage: 1d4 - 1 ⇒ (2) - 1 = 1. "Gogmurt!"

The vigilante tumbles out of the doorway just in time, the fire only singing the cord securing his Magnifying Glass to his belt as it clattered to the ground in his wake. No time for it now; he was right, as usual. Villainy has taken up residence at The Old Light.

And it is time to evict.


Party | Oracle - Tier 1.3

Danger! To the mouth, swiftly! Grazzle Sees that the leader of the goblins has been discovered near the lighthouse. Though he is likely to escape, Grazzle must act quickly to prevent him from hiding in the caves. Grazzle opens his mind and Sight fully to the Lizard Gods, trying to See Left, left, right, left the path to the entrance, so he may guard it. Grazzle's trust in his gods is rewarded The path, is clear, and he makes it to the mouth of the Treacherous Cave just as he hears the sounds of fighting from the lighthouse nearby.
Using my Blessing of the Gods to close: Survival 7: 2d10 + 2 ⇒ (10, 3) + 2 = 15

Blessed be the Lizard Gods Trust in me. Grazzle stands guard at the mouth of the cave system, ensuring no villian can enter. He uses some of his curative herbs to mend his wounds and restore his energy.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4. The spell automatically recharges due to his power.

Grazzle wrote:

Hand: Crocodile Skin Armor, Fire Snake, Chronicler, Viper Strike,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: No help here. :(
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [ ] and you may shuffle it into your deck instead.
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ( [ ] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: The Treacherous Cave is temporarily closed.


Nok-Nok's Deckhandler | Party

Apparently the struggle with the Xulgath has brought more trouble as yet another Gobs wanna-be chief charges forth from the fortress.

Goblin Encounter: 1d6 ⇒ 4 Gobs not-chief zigzags to try to get past Nok-Nok, but Nok-Nok counters and brings the fight to him, weilding his dogslicer with abandon.

Discarding Dogslicer for extra die, it's both a knife and finesse, so 1d4 still applies.

Goblin Raider - CtD 8+2 = Combat 10: 1d8 + 2d6 + 1d4 + 2 ⇒ (1) + (6, 6) + (1) + 2 = 16

With a quick flick and a twist of his wrist, Nok-Nok dispatches the not-chief and claims the fortress as his...surely there are no better gobs left to challenge him.

Goblin Fortress is temp closed.

Nok-Nok wrote:

Hand: Rochin, Sai, Bronzed Leather, Reformarium Servant,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: No help here. (Goblin Fortress - 3 Monsters 1 Barrier)
Sideboard cards:

Skills and Powers:
Skills:
Strength: d8 □ +1 □ +2 □ +3
Dexterity: d8 □ +1 □ +2 □ +3
Stealth: Dexterity +3
Constitution: d10 □ +1 □ +2 □ +3 □ +4
Disable: Constitution +0
Fortitude: Constitution +2
Intelligence: d4 □ +1
Wisdom: d4 □ +1
Charisma: d8 □ +1 □ +2 □ +3

Favored Card: Weapon
Hand Size: 5 □6
Proficient with: Light Armors Weapons

Powers:
On your check against a monster (□ or a barrier), add 1 plus the number of barriers in your location's deck list; if the check has the Finesse or Knife trait, add an additional 1d4 (□ 1d6).
On your check against a weapon or an item, add (□ 1d4 plus) the number of monsters in your location's deck list.
You may recharge up to 2 cards you would discard as damage.


Mavaro curses for the lack of a club to beat the Ancient Skeleton down, and instead draws his old friend, The Missing Eye, to deal with this nuisance. (Recharging The Missing Eye to add 1d6 +1, Skeleton is +3 due to Slashing)

Combat 11: 1d8 + 2d6 + 2 ⇒ (4) + (4, 4) + 2 = 14

As the animated bones fall, Mavaro is deeply disappointed in the lack of useful parts they provide.


Sensing his escape has been cut off, The Red Raven rolls up from his crouch and shouts "PARKOUR!" as he bounces from object to wall to object, bounding his way up the hollow tower center until he reaches the balcony from which the villain hurled his fiery blast.

Goblin Encounter: 1d6 ⇒ 5 The bane is defeated; each character at your location is dealt 1d4 Acid damage.

"YOU!" When the smoke clears, the goblin ringleader sees the crimson crusader standing be before him and drops to his knees in blubbering surrender.

Fear. Fear (and fostering its perception) are perhaps the greatest weapons of all.

"I knew not it was you sir Raven! Pease, great red hero! Show mercy to this poor goblin soul!"
His clumsy kneeling shuffle upsets a nearby end table where he had an assortment of tricks to fight with. They clatter to the ground, save for a flask of acid which shatters and splashes both The Red Raven on the balcony Mattvaro on the floor below.

Acid damage: 1d4 ⇒ 4. The outer layer of The Raven's gambeson begins to smoulder, and he rips it off before it can burn to the layer beneath burying the displayed Gambeson to reduce all damage to 0.

The Red Raven crouches to face the graveling goblin. "You have a greater foe than me yet to face, villain," he growls. He leans in so the point of his masked beak nearly pokes the goblin's nose. "You will face...JUSTICE."

1 to 50 of 975 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of the Runelords by Maelwys0 All Messageboards

Want to post a reply? Sign in.