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

Game Master Maelwys0

Party Tracking Sheet


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Nok-Nok's Deckhandler | Party

Nok-Nok remembers friend Xoff and how he liked to jump on things from above. He climbs up some gears and prepares to provide death from above if villain heads in this direction.

Banishing Xoff to temp close Shadow Clock.


Party | Oracle - Tier 1.3

Grazzle attempts to secure the Throne Room with blessings from Grazzle's allies. Check to Close - Charisma 6: 3d8 + 3 ⇒ (3, 6, 4) + 3 = 16. Success!


Turn 27, under Blessing of Sarenrae...

Noting his friends are in position, The Red Raven swings into the Thassilonian Dungeon to end this.

But first, he tries on a stylish Card 1: Cloak of Elvenkind.

Cloak of Elvenkind CtA Stealth 5: 1d10 + 6 ⇒ (6) + 6 = 12 Success!

Trusting his Blessing of the Spy 1 instincts, he forges ahead (in his dashing new cloak) headlong into a Card 2: Skinsaw Ritual!

Skinsaw Cultist:

Henchman
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

Skinsaw Cultist CtD Combat 10: 2d10 + 7 + 1d8 + 2 ⇒ (8, 5) + 7 + (4) + 2 = 26 Success!

Treat the henchman Skinsaw Cultist as if it has the following additional power: “After you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4+1 Fire damage.”

Skinsaw Cultist AYA Acro 7: 2d10 + 6 ⇒ (6, 1) + 6 = 13 Success!

The ritual here can only mean the villain is masterminding things from here. Charging in with his Blessing of the Spy 2 training in mind, TRR leaps in to once again confrontCard 3: Xanesha!

Sending the singal to secure the area, TRR plunges his cutlass (discarding for die) into the monster,

Xanesha CtD Combat 14: 2d10 + 7 + 1d6 + 1 + 1d8 ⇒ (6, 9) + 7 + (5) + 1 + (7) = 35 Success!

...then, draw and cuts mightily with the Shadowless Sword in one powerful swing (also discarding for extra die).

THEN Xanesha CtD Combat 17 - 3 = 14: 2d10 + 7 + 1d8 + 2 + 1d6 + 3 ⇒ (1, 5) + 7 + (2) + 2 + (5) + 3 = 25 Success!

With no where to run, the villain falls, defeated.

UPKEEP:
Thassilonian Dungeon Card 1 banished.
Thassilonian Dungeon Card 2 banished.
Thassilonian Dungeon Card 3 banished.
VICTORY.


Development
By Cayden’s tankard, such blasted luck! Why can’t you catch a break? In the stories, heroes find gold and riches at the end of their explorations, not metal creatures out to kill them. Your rational mind asks why you expected treasure without a conflict, but your heart would really appreciate a break in your current run of bad luck.

Of course, if delving into the mountain were easy, bards would sing many more stories of triumphant adventurers. As your racing heart calms, so do your emotions. Thus champions are made, you tell yourself as you shoulder your pack and carefully walk the curiously well-preserved floors, winding your way back down to the base of the tower.

Reward
Each character chooses armor, ally, or blessing and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.


2-3C: Curses! Foiled Again

Adventuring is hard work, you think, stepping into the immense cavern inside the mountain. Perhaps a bit of rest is in order. The contents of your pack weigh heavily on your shoulders. One of the buildings here should give a measure of protection while you get a few hours of shut-eye.

Many of the buildings in the cavern exhibit broken walls or collapsed ceilings. You attribute most of the damage to natural decay, though several of the walls appear to have been damaged by blunt objects being smashed into them with force. Rumors say Runelord Alaznist has an army of giants, and these buildings are big enough to house the creatures. Could be this was their home.

Several hours later, you’ve traversed more than half the cavern but still haven’t located a prime spot for resting. Then you spy a small building set up against the cavern’s edge. Walls and ceiling intact, this could be the place. Your light source reveals a small room with the remains of furniture. Clearing a space for your bedroll, you wrap yourself in blankets and rest your weary body.

While you sleep, several creatures enter. Rags shroud their features. They move silently, voices like whispering breezes. Not that you are aware of the activity, as you remain sucked into the stupor of sleep. You rise rested, only to realize you’re missing key parts of your kit. You look around at the waking forms of your friends, only to see bits and pieces of your gear in their packs and bedrolls. This is no time for pranks! A reddish haze covers your vision as you lurch out of your pallet, intent on your belongings.

DURING THIS SCENARIO
Before setting up, record the contents of each character’s deck. Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.

When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.

To win the scenario, close all of the locations.

At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.


Nok-Nok's Deckhandler | Party
Nok-Nok wrote:

Hand: Galvanic Chakram +1, Venomous Dagger +2, Burglar's Buckler, Xoff, Blessing of the Quartermaster 1, Blessing of Abadar,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Venomous Dagger +2
Spoiler:
Venomous Dagger +2
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Xoff
Spoiler:
Xoff
Traits: Goblin, Ranger
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.
Blessing of the Quartermaster 1
Spoiler:
Blessing of the Quartermaster 1
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.
Blessing of Abadar
Spoiler:
Blessing of Abadar
Traits: Divine, Abadar
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Cards remaining in deck:

Stormrune Knife
Spoiler:
Stormrune Knife
Traits: Knife, Ranged, Slashing, Electricity, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2. If proficient with weapons, you may additionally recharge this card and reveal any number of other weapons to add another 1d4 for each card revealed (including this one).
When a character at another location plays a weapon on a combat check, recharge this card to add 1d4 and the Electricity trait.
Cleaving Dogslicer +2
Spoiler:
Cleaving Dogslicer +2
Traits: Sword, Melee, Piercing, Finesse, Magic
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Boots of Friendly Terrain
Spoiler:
Boots of Friendly Terrain
Traits: Clothing, Magic
Discard this card to add 1d8 to your check to close a location.
If you are at a closed location at the end of your turn, reveal this card to move.
Gem of Physical Prowess
Spoiler:
Gem of Physical Prowess
Traits: Object, Magic
On your non-combat check, recharge this card to roll your Strength, Dexterity, or Constitution die instead of the normal die.
Wayfinder
Spoiler:
Wayfinder
Traits: Object, Magic
Recharge this card to move, then you may examine the top 2 cards of your location deck. You may not use this power during an encounter.
Discard this card to examine the top card of your location deck, then you may shuffle the location deck, then you may explore your location.
Old Salt
Spoiler:
Old Salt
Traits: Human, Veteran
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Shy Ratani
Spoiler:
Shy Ratani
Traits: Human, Rogue
Recharge this card to add 1d8 to your Diplomacy or Stealth check or to your check to acquire.
Discard this card to explore your location. During this exploration, add 1d8 to your checks to acquire, and you may evade banes you encounter.
Blessing of Kofusachi
Spoiler:
Blessing of Kofusachi
Traits: Divine, Kofusachi
Discard this card to add 1 die to any check.
Discard this card to search your deck for a weapon, an armor, or an item, and draw it.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile lists Constitution in its check to acquire, recharge this card instead of discarding it.
Blessing of Lamashtu
Spoiler:
Blessing of Lamashtu
Traits: Divine, Lamashtu
Discard this card to add 1 die to any check.
Bury this card to add 2 dice to any combat check to defeat a monster.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessing discard pile, recharge this card instead of discarding it.
Blessing of the Quartermaster 2
Spoiler:
Blessing of the Quartermaster 2
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.
Blessing of the Quartermaster 3
Spoiler:
Blessing of the Quartermaster 3
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.


HAND
Mask of the Red Raven
Quick-Change Mask
Gambeson
Wayfinder
Shadowless Sword
Blessing of Abadar
Psychic Detective

KIT
Blessing of the Spy 2
Blessing of the Spy 1
Dreamstalker

LEFT IN DECK
Captain's Cutlass +1
Capitan's Cutlass +1
Striking Wing Scimitar
Red Leathers
Mask of Stolen Mien
Sharper
Clockwork Spy
Vreva Jhafae
Appleslayer
Blessing of Bastet
Blessing of Zon-Kuthon

CARDS NEEDED TO COMPLETE DECK
Weapon 3
Spell 0
Armor 1
Item 1
Ally 4
Blessing 2


Party | Oracle - Tier 1.3
Grazzle wrote:

Hand: Blessing of Abraxas, Blessing of the Spellbound, Blessing of Pharasma, Heat Metal, Djinn Quarterstaff, Create Mindscape, Pyrotechnic Blast,

Displayed:
Deck: 0 Discard: 0 Buried: 10
Notes: Blessings abound.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Cards remaining in deck:

Spoiler:
Life Drain
Gem of Mental Acuity
Armor of the Sands
Druid of the Flame
Tussah Silk Coat
Blessing of Sivanah
Cure
Volcanic Storm
Holy Javelin
Major Cure

Grazzle is missing:

Weapons: 0
Spells: 5
Armors: 2
Items: 1
Allies: 1
Blessings: 1


Mother Myrtle wrote:

Hand: Clockwork Spy, Stone Skin, Stained Glass Elemental, Salvation Cactus, Heat Metal, Stone Axe +1, Blessing of Nethys,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Local - Add 1d12+4 to a Wis/Cha check (Liquid Persuasion)
Sideboard cards:

Remaining Deck:

Alchemist's Suit
Cauterize
Potion of Focus
Draughtcap Fungus
Liquid Persuasion
Cloud Puff
Snapping Flytrap
Anesthetizing Slime
Blessing of the Elements
Blessing of the Elements 2

Armor 1
Spell 1
Item 4
Ally 2
Blessing 2


Nok-Nok's Deckhandler | Party

Weapon 2
Spell 0
Armor 0
Item 3
Ally 2
Blessing 4


During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle
Turn: 1, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Ogre
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Spoiler:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Spoiler:
Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Spoiler:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

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

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

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

Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

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

Weapons
Spoiler:
Frost Longbow +1
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

Spoiler:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Horsechopper +1
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song


Spoiler:
Icy Longspear +1
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Spoiler:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spells
Spoiler:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Find Traps
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Major Cure
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Proxy Armor 14
Armor B
Traits: To Acquire:
Proxy 14 This is a proxy for an armor

Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Elven Chain Shirt
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
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.

Spoiler:
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.

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

Spoiler:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Spoiler:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

Allies
Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Spoiler:
Acolyte
Ally C
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Blessings
Spoiler:
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:
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:
Blessing of Shelyn
Blessing C
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:
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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.

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 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of 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 6 /
Blessing of Torag
Blessing C
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 7 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 10 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 21 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of 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.
Spoiler:
Blessings Deck Card 27 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 28 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29 /
Blessing of 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.

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Fort Rannick Card 1:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Fort Rannick Card 2:
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.

Fort Rannick Card 3:
Proxy Weapon 2
Weapon B
Traits: To Acquire:
Proxy 2 This is a proxy for a weapon.

Fort Rannick Card 4:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Fort Rannick Card 6:
Proxy Ally 1
Ally B
Traits: To Acquire:
Proxy 1 This is a proxy for an ally.

Fort Rannick Card 7:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Fort Rannick Card 8:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

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

Fort Rannick Card 10:
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Thassilonian Dungeon Card 2:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Thassilonian Dungeon Card 3:
Proxy Spell 1
Spell B
Traits: To Acquire:
Proxy 1 This is a proxy for a spell.

Thassilonian Dungeon Card 4:
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.

Thassilonian Dungeon Card 5:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Thassilonian Dungeon Card 6:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Thassilonian Dungeon Card 7:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 8:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 10:
Belt of Incredible Dexterity
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

Location #3: 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:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Treacherous Cave Card 2:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Treacherous Cave Card 3:
Allying Dart +1
Weapon C
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Treacherous Cave Card 4:
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 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:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 7:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Treacherous Cave Card 8:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

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

Treacherous Cave Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Shimmerglens Card 1:
Proxy Spell 6
Spell B
Traits: To Acquire:
Proxy 6 This is a proxy for a spell.

Shimmerglens Card 2:
Fiery Weapon
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Shimmerglens Card 3:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

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

Shimmerglens Card 5:
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.

Shimmerglens Card 6:
Mystic Inscription
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Shimmerglens Card 7:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Shimmerglens Card 8:
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.

Shimmerglens Card 9:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 10:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Location #5: Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Garrison Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Garrison Card 2:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Garrison Card 3:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Garrison Card 4:
Enchanter
Monster C
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.

Garrison Card 5:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Garrison Card 6:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

Garrison Card 7:
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.

Garrison Card 8:
Saber-Toothed Tiger
Ally C
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Garrison Card 9:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 10:
Magic Half-Plate
Armor C
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Location #6: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Catacombs of Wrath Card 1:
Scimitar
Weapon B
Traits:
Elite
Finesse
Melee
Slashing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

Catacombs of Wrath Card 2:
Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Catacombs of Wrath Card 3:
Werewolf
Monster C
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

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

Catacombs of Wrath Card 5:
Skeleton Horde
Barrier C
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Catacombs of Wrath Card 6:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Catacombs of Wrath Card 7:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs of Wrath Card 8:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.

Catacombs of Wrath Card 9:
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.

Catacombs of Wrath Card 10:
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.


Myrtle will run into the Thassilonian Dungeon in search of the pranksters that messed up all their gear.

Mother Myrtle wrote:

Hand: Clockwork Spy, Stone Skin, Stained Glass Elemental, Salvation Cactus, Heat Metal, Stone Axe +1, Blessing of Nethys,

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

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.


Aric heads to the Garrison to befriend (or defeat) any soldiers that might wander out before the party gets their stuff resorted.

Aric wrote:

Hand: Mask of the Red Raven, Quick-Change Mask, Gambeson, Wayfinder, Shadowless Sword, Blessing of Abadar, Psychic Detective,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: 2 dice vs barrier
Cards in Kit: Blessing of the Spy 2, Blessing of the Spy 1, Dreamstalker,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.


Nok-Nok's Deckhandler | Party

Nok-Nok heads off to Fort Rannick to find more weapons for fighting.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Venomous Dagger +2, Burglar's Buckler, Xoff, Blessing of the Quartermaster 1, Blessing of Abadar,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Venomous Dagger +2
Spoiler:
Venomous Dagger +2
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Xoff
Spoiler:
Xoff
Traits: Goblin, Ranger
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.
Blessing of the Quartermaster 1
Spoiler:
Blessing of the Quartermaster 1
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.
Blessing of Abadar
Spoiler:
Blessing of Abadar
Traits: Divine, Abadar
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Displayed descriptions:


Party | Oracle - Tier 1.3

Turn 1 under the Blessing of the Gods

Grazzle heads to the Shimmerglens, casts Create Mindscape, and finds a scroll of Cauterize. Check to Acquire - Divine 9: 1d8 + 1d4 + 6 ⇒ (4) + (2) + 6 = 12. Success; acquired.

Discard a Blessing of the Spellbound to explore again. Pushing further, Grazzle finds another scroll, this time of Fiery Weapon. Check to Acquire - Divine 6: 1d8 + 1d4 + 6 ⇒ (2) + (1) + 6 = 9. Success; acquired.

Discard a Blessing of Abraxas to explore again. Continuing through the Shimmerglens, Grazzle moves down an empty corridor. "Beware!" Grazzle Sees a thief, a Sneak, about to pick his pocket. Before You Act - Wisdom 8: 1d10 ⇒ 10. Success; no discarded cards. Check to Defeat - Combat 13: 1d8 + 1d4 + 2d4 + 6 ⇒ (7) + (1) + (4, 3) + 6 = 21 (Charisma die + Create Mindscape + Pyrotechnic Blast + Divine skill). Success; defeated. Spell automatically recharges and shuffles.

Grazzle wrote:

Hand: Cloud Puff, Blessing of the Gods, Blessing of Pharasma, Heat Metal, Djinn Quarterstaff, Cauterize, Archer,

Displayed: Create Mindscape,
Deck: 0 Discard: 3 Buried: 0
Notes: Blessings available (+2 dice if a spell cast); Cloud Puff available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: From the Shimmerglens, cards #1 and #2 are acquired, while card #3 is defeated.


Nok-Nok's Deckhandler | Party

Turn 2, Blessing of the Gods

Nok-Nok not happy with thieving thieves stealing his stuffs, he worked hard acquiring that off people he made dead. He stomps into Fort Rannick ready for a fight.

Which is good, as he is immediately attacked by a Faceless Stalker. Stalker was hidden good, so he gets the drop on Nok-Nok and Nok-Nok staggers away with his head swimming from it's ringing blow.

1 barrier so checks against monsters and barriers are +2 here.

BYA Wis 7: 1d4 + 2 ⇒ (2) + 2 = 4 Fail!

Nok-Nok whips venomous dagger at one of the three Stalkers facing him. Recharging dagger for extra dice.

Faceless Stalker-CtD: Combat 14 (12+2): 1d8 + 2 + 1d4 + 2 + 1d12 + 2 + 1d4 ⇒ (3) + 2 + (1) + 2 + (7) + 2 + (2) = 19 Defeated, banished!

Nok-Nok aims at ugliest one and it sinks deep into its disgusting no-face and collapses to the ground. Nok-Nok remembers wise words of friend Xoff and does a bit of scouting from shadows before charging ahead.

Xoff rearranges so Cleaving Dogslicer (Proxy Weapon 2) is on top, Magic Armor is next, followed by Jinkin

Xoff's wisdom pays off as Nok-Nok finds lost Dogslicer!

2 Monsters in location so +1d4+2 for CtA Weapons and Items here. Recharging BoQuartermaster for extra die.

Cleaving Dogslicer +2-CtA: Str 12: 2d8 + 1d4 + 2 ⇒ (1, 8) + (2) + 2 = 13 Success, grabby hands!

Nok-Nok checks the area for traps and after finding none, lifts it high into the air in victory.

After the victorious return of his stuff, he also spots a nearby suit of armor..

Discarding Blessing of Abadar to explore once more.

Magic Leather Armor-CtA: Fort 2: 1d10 + 2 ⇒ (4) + 2 = 6 Success, acquired!

Armor also looks in good shape, but nothing special, Nok-Nok takes a moment to pack it into what's left of his pack before moving on.

Recharging armor while resetting hand.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Cleaving Dogslicer +2, Burglar's Buckler, Blessing of the Elements 2, Blessing of Bastet,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Use blessings if needed.
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Blessing of Bastet
Spoiler:
Blessing of Bastet
Blessing of the Elements 2
Spoiler:
Blessing of the Elements 2
Cleaving Dogslicer +2
Spoiler:
Cleaving Dogslicer +2
Traits: Sword, Melee, Piercing, Finesse, Magic
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Displayed descriptions:

Update: Card 1 banished, Card 2 acquired, Card 3 acquired, Card 4 is known.


Turn 3, under Blessing of the Gods...

After a while few minutes, Aric grows tired of guarding the Garrison, displays his Gameson and heads inside to preemptively befriend the company. Instead he is confronted with the local Card 1: Jinkin, who does not look amenable to befriending!

Aric ducks into a side alcove, pulling down the Mask of the Red Raven, and the Crimson Crusader confronts the fey.

The Red Raven feels a wave of energy, perhaps anti-magic? pass over him, but he cares not for spellcasting.

That won't help you against me.

TRR raises his Shadowless Sword to strike. He nearly hurls the weapon at the Jinkin, but spots a Bandit hiding in the background, waiting to ambush the winner of this fight. Instead he calls on the power of Abadar to confront the Jinkin and saves his sword to also strike at the bandito!

Jinkin CtD Combat 16: 2d10 + 7 + 1d8 + 2 ⇒ (1, 1) + 7 + (3) + 2 = 14 Well, that was awful. Shirt reroll!

shirt reroll: 1d10 ⇒ 4

(1, 1 4) + 7 + (3) + 2 = 14 17 Success!

The Jinkin cries out and then puffs into vapor. In the obscuring smoke, TRR motions his ally to hang back recharge a card BYA, silently sidles to one side and waits...

Bandit CtD Combat 8 + 2 = 10: 1d10 + 7 + 1d8 + 2 ⇒ (5) + 7 + (2) + 2 = 16 Success.

The Bandit strikes in the place where TRR once was, and instead TRR slays the thief.

While he could root through the Garrison for their stolen gear, it is now secure. TRR would rather make sure all the thieves are dispatched first, then recover their gear at leisure.

Flipping open his Wayfinder, TRR cable-swings in the direction it points and lands looking down at the threshold to the Catacombs of Wrath. From the vantage point his Wayfinder led him to, he can see Card 1: Scimitar on a rack being guarded by a Card 2: Yeth Hound. Swapping his Quick-Change Mask for his notebook of intel Blessing of the Spy, The Raven strategizes a way past both, and descends into action.

[/ooc]

Scimitar CtA Skill 7: 1d10 + 6 ⇒ (5) + 6 = 11 [ooc]Success!

Knowing the Hound won't be able to resist a target, TRR pauses with the weapon, as if to rest, allowing the monster to come to him. At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)

Yeth Hound BYA Wis 6: 1d8 ⇒ 2 Fail!

Yeth Hound CtD Combat 9 + 1 = 10: 1d10 + 7 + 1d8 + 2 ⇒ (10) + 7 + (1) + 2 = 20 Success.

Aric wrote:

Hand: Scimitar (acq), Shy Ratani, Blessing of Lamashtu, Vreva Jhafae, Shadowless Sword, Anesthetizing Slime, Armor of the Sands,

Displayed: Gambeson,
Deck: 9 Discard: 2 Buried: 0
Notes: I have no idea what any of this stuff does.
Cards in Kit: Blessing of the Spy 2, Quick-Change Mask, Dreamstalker,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Garrison Card 1 banished.
Garrison closed.
Garrison armors and weapons stay in Garrison, shuffled.
Catacombs of Wrath Card 1 acquired.
Catacombs of Wrath Card 2 banished.


Turn 4, under the Blessing of the Gods

Myrtle scambles into the magical dungeon, seeking the pixies that stole their gear.

Free Exploration - Card #1: Warlord
Reveal Stone Axe +1 for combat.
Check to Defeat - Combat 9+3=12: 1d12 + 4 + 1d6 + 1 - 2 ⇒ (8) + 4 + (1) + 1 - 2 = 12 - Success!

Myrtle almost stumbles right into a warlord hiding in the dungeon. She quickly raises her axe and tries to fight him off, and extremely tense battle. Although he's much more masterful with a weapon than she is, and manages to parry many of her blows, she finally manages to get under his guard and strike him down.

Discard Blessing of Nethys to examine top two cards and then explore - Card #2: Shadow. Card #3: Life Drain. Place Life Drain on top and encounter it.
Check to Acquire - Arcane 7: 1d12 + 2 ⇒ (1) + 2 = 3 - Failed, banished.

Praying to Nethys and continuing onwards, she finds a spell scroll. Judging by the swamp ooze dripping from it, she assumes it came from Grazzle's pack, so she snatches it up. Unfortunately, it seems to have been too damaged from the ooze, and rips at her touch. "Oops... will have to get him a new one of those for him..."

Display Clockwork Spy to explore - Card #2: Shadow.
Reveal Stone Axe +1 for combat.
Check to Defeat - Combat 13: 1d12 + 4 + 1d6 + 1 ⇒ (8) + 4 + (5) + 1 = 18 - Success, banished.

Continuing to explore, she finds the Shadow that Nethys had warned her about. Again she swings her magical axe, trusting in the magic itself to strike him down. And this time, it goes down much more easily...

Draw 2 to reset my hand.

Pausing, she thinks of how much more dangerous this dungeon is than she'd hoped. She digs into her pack to pull out some protective armor... and finds a suit of studded leather that she doesn't remember ever having owned before... those pixies are apparently in this more for the chaos than the thieving. Well, protection is protection, she dons it before continuing further down.

Mother Myrtle wrote:

Hand: Stone Skin, Stained Glass Elemental, Salvation Cactus, Heat Metal, Stone Axe +1, Magic Studded Leather Armor, Draughtcap Fungus,

Displayed: Clockwork Spy,
Deck: 8 Discard: 1 Buried: 0
Notes: If you take damage, Stone Skin
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.


During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle
Turn: 5, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Spoiler:
Carrionstorm
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Spoiler:
Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Spoiler:
Zombie Giant
Monster C
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Spoiler:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

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

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

Spoiler:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

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


Spoiler:
Ranger Stash
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.

Weapons
Spoiler:
Proxy Weapon 12
Weapon B
Traits: To Acquire:
Proxy 12 This is a proxy for a weapon.

Spoiler:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength
Melee 6 For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Spoiler:
Proxy Weapon 14
Weapon B
Traits: To Acquire:
Proxy 14 This is a proxy for a weapon.

Spells
Spoiler:
Detect Evil
Spell C
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Incendiary Cloud
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

Spoiler:
Proxy Armor 14
Armor B
Traits: To Acquire:
Proxy 14 This is a proxy for an armor

Spoiler:
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.

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

Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

Spoiler:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Spoiler:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

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

Spoiler:
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.

Allies
Spoiler:
Saber-Toothed Tiger
Ally C
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Spoiler:
Ilsoari Gandethus
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence
Arcane 7
OR Charisma
Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Spoiler:
Sheriff Hemlock
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

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

Top of Blessing Discard Pile:

Blessing 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: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
Blessing of Torag
Blessing C
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 Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
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 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 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 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 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 C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 22 /
Blessing of 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.
Spoiler:
Blessings Deck Card 23 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 25 /
Blessing of 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.

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: NokNok/rhynndavrie, None

Fort Rannick Card 1 (Jinkin):
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Fort Rannick Card 2:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Fort Rannick Card 3:
Proxy Ally 1
Ally B
Traits: To Acquire:
Proxy 1 This is a proxy for an ally.

Fort Rannick Card 4:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Fort Rannick Card 5:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

Fort Rannick Card 6:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Fort Rannick Card 7:
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Maelwys, None

Thassilonian Dungeon Card 1:
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.

Thassilonian Dungeon Card 2:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Thassilonian Dungeon Card 3:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Thassilonian Dungeon Card 4:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 5:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 6:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 7:
Belt of Incredible Dexterity
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

Location #3: 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:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Treacherous Cave Card 2:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Treacherous Cave Card 3:
Allying Dart +1
Weapon C
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Treacherous Cave Card 4:
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 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:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 7:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Treacherous Cave Card 8:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

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

Treacherous Cave Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Shimmerglens Card 1:
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.

Shimmerglens Card 2:
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.

Shimmerglens Card 3:
Mystic Inscription
Barrier C
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Shimmerglens Card 4:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

Shimmerglens Card 5:
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.

Shimmerglens Card 6:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 7:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Location #5: Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Garrison Card 1:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Garrison Card 2:
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.

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

Garrison Card 4:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 5:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

Location #6: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, None

Catacombs of Wrath Card 1:
Werewolf
Monster C
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

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

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

Catacombs of Wrath Card 4:
Ghoul
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.

Catacombs of Wrath Card 5:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs of Wrath Card 6:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath 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.


Party | Oracle - Tier 1.3

Turn 5 under the Blessing of Lamashtu...

In seeking vengeance, Grazzle finds a Blessing of Desna - a weak, pinkskin goddess. "Power is power, especially for you.". Check to Acquire - Divine 5: 1d8 + 1d4 + 6 ⇒ (1) + (1) + 6 = 8. Success!

Grazzle knows power is meaningless when others can sow such chaos, so Grazzle discards the newly acquired blessing to explore again. Truly it is so, for Grazzle finds Grazzle's stolen Blessing of Sivinah. Check to Acquire - Divine 5: 1d8 + 1d4 + 6 ⇒ (7) + (4) + 6 = 17. Success!

"The Lizard Gods flow through you." Grazzle pulls forth their power, discarding a Blessing of the Gods to push deeper into the Shimmerglens. A Mystic Inscription, tempting Grazzle with promises of power, glows upon a hidden tunnel. Grazzle Sees only doom down that path, so Grazzle moves past; the inscription vanishes as Grazzle does. Banish the Mystic Inscription when undefeated.

Irritated, buzzing with divine power, and spoiling for a fight, Grazzle sends the Archer that somehow came with Grazzle ahead, discarding the ally to explore. The archer screams as an undead, incorporeal, nymph emerges from a tree. "Her name was Myriana in life; in death, she seeks only rest." Summoning forth a fire that sears Grazzle's skin , Grazzle throws flame at the ghost. Check to Defeat - Combat 14: 3d8 + 1d4 + 6 ⇒ (5, 6, 2) + (4) + 6 = 23. (Charisma die + Cauterize + Create Mindscape + Divine Skill). Success; spell auto-recharges and shuffles. Grazzle takes 1 Fire Damage - discard Djinn Quarterstaff). Grazzle discards Heat Metal and heals 1d4 + 1 ⇒ (2) + 1 = 3. Grazzle's power burns the ghostly nymph into nothingness, then heals Grazzle's skin even as it burns.

"Your quarry masks themselves. Move forward." With a hiss, Grazzle takes a moment to rest instead.

Grazzle wrote:

Hand: Cloud Puff, Blessing of Sivinah, Holy Light, Holy Javelin, Cauterize, Half-Plate, Red Leathers,

Displayed: Create Mindscape,
Deck: 0 Discard: 6 Buried: 0
Notes: Blessing available (+2 to non-combat Int/Cha); Cloud Puff available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: From the Shimmerglens, cards #1 and #2 are acquired; cards #3 and #4 are banished (undefeated and defeated, respectively).


Nok-Nok's Deckhandler | Party

Turn 6, Blessing of Gorum

Nok-Nok sees weird floaty man guarding the fort thanks to Xoff's sneak training he ponders options and decides floaty man must die so he can continue to look for his stuff.

Discarding Dogslicer, finesse weapon, and will allow me to examine and encounter a monster if it is next. Going to just burn through the location hopefully.

Jinkin-CtD: Combat 16: 1d8 + 1 + 2d6 + 2 + 2 + 1d4 ⇒ (8) + 1 + (1, 3) + 2 + 2 + (4) = 21 Defeated, banished, not taking the check to close

Dogslicer works just as well on floaty men as dogs, Nok-Nok muses. And then prepares to fight again as he hears the patter of feet running this way to investigate.

Dogslicer examines top card and finds Goblin Pyro for Nok-Nok. Revealing Chakram for combat.

Goblin Pyro-CtD: Combat 8: 1d8 + 2 + 1d8 + 1 + 2 + 1d4 ⇒ (1) + 2 + (4) + 1 + 2 + (3) = 13 Defeated and banished

Nok-Nok hides in the shadows and then throws his chakram at the Pyro, it connects solidly and the Pyro goes down, but not before whipping a torch at Nok-Nok. The torch scores a hit but it is a slight touch and will heal quickly.

Taking a point of fire damage by recharging Blessing of Bastet.

Nok-Nok prays to find his stuff and then heads further into the fort.

Discarding Blessing of the Elements to explore.

Prayers to himself are very effective as he soon happens on Old Salt who disappeared in the night. He's locked up but Nok-Nok can free him!

Old Salt-CtA: Cha 7: 1d8 ⇒ 5 Or not, banished but he's adv 1 so it doesn't matter.

Nok-Nok races forward and starts to charm the lock, but Old Salt sees him and halts his attempts explaining that he wants to atone for some stupid crime and that this is his just reward. Nok-Nok explains it's better to act like a Goblin would and ignore those pesky morals but the Old Salt remains set on his course. Nok-Nok leaves stubborn man to his fate.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Ring of Protection, Burglar's Buckler, Liquid Persuasion, Blessing of the Quartermaster 3, Druid of the Flame,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Use blessing if needed.
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Liquid Persuasion
Spoiler:
Liquid Persuasion
Traits: Liquid, Alchemical
Banish this card to add your Intelligence or Craft skill to a Charisma or Wisdom check by a character at your location.
Ring of Protection
Spoiler:
Ring of Protection
Traits: Accessory, Magic
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Druid of the Flame
Spoiler:
Druid of the Flame
Traits: Human, Druid, Veteran
Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.
Blessing of the Quartermaster 3
Spoiler:
Blessing of the Quartermaster 3
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.

Displayed descriptions:

Update: Banished card 1, 2, and 3 at Fort Rannick


Turn 7, under Blessing of Torag...

Given the name of his location, Aric opts to keep to the shadows and let The Red Raven do his job at the Catacombs of Wrath. TRR spies a Card 1: Werewolf in the nearest room, and stashes his newly acquired Scimitar in exchange for his Quick-Change Mask, in case there are any surprises. The Shadowless Sword should make quick work of this beast.

Werewolf CtD Combat 13: 1d10 + 7 + 1d8 + 2 ⇒ (8) + 7 + (3) + 2 = 20 Success!

TRR reaches for his intel report and instead finds a jar of slime. Remarkably, as he opens it, the slime oozes off with surprising alacrity and somehow beckons him to follow with a makeshift pseudopod. It pours itself into a small chest next to a bier and the chest pops open unsettlingly, revealing a Card 2: Spyglass.

Spyglass CtA Perception 4: 1d4 + 2 ⇒ (2) + 2 = 4 Success!

Claiming the spyglass, TRR peers down a dark, crossing hallway. I one direction appear to be a number of shambling bones, making up a Card 3: Skeleton Horde. Down the opposite path is a single, but possibly more dangerous, figure of a Card 4: Ghoul. After looking both ways, he stashes the Spyglass, and finds someone's Armor of the Sands in the top of his bag?

Damned bandits.

Pushing it down into his bag, he draws a scroll of intel reports on these tunnels (Blessing of the Spy) should he need further guidance. exchanging cards in kit during examination.

Opting to take out the single target first, TRR hands off his torch to his friend's ally Vreva Jhafae so he is free to explore killing this creature.

Ghoul CtD Combat 11: 1d10 + 7 + 1d8 + 2 ⇒ (8) + 7 + (6) + 2 = 23 Success!

Figuring it best to clear the threats on either side, rather than pushing on in a direction with a horde at his back, The Raven turns back to the skeletons, this time making the Shy Ratani hold his [s]beer[/b] light.

Ancient Skeleton CtD Combat 8 +3 = 11: 1d10 + 7 + 1d8 + 2 + 1d8 ⇒ (7) + 7 + (2) + 2 + (2) = 20 Success!

The living bones shatter back to death, raising an angry wail from further down that corridor. Following the mapped path in his intel reports Blessing of the Spy to explore, The Raven races down twists and turns to reach a chamber dominated by a furious Card 5: Jinkin.

Jinkin CtD Combat 16: 2d10 + 7 + 1d8 + 2 ⇒ (1, 4) + 7 + (3) + 2 = 17 Success!

The Red Raven makes a few tactical errors in their duel, almost as if this Jinkin learned from The Raven's battle with the previous Jinkin, but the crusader is a persistent fighter and remains victorious.

Hoping to secure this path of escape from the bandits, The Raven puts down the Jinkin, but with it out the the way, the resident undead hope to reclaim it instead.

I shall put you all down, filth.

Wrathful Sinspawn BYA Wis 6: 1d8 ⇒ 4 Failure!

Wrathful Sinspawn CtD Combat 9 + 1 = 10: 1d10 + 7 + 1d8 + 2 + 1d8 ⇒ (7) + 7 + (7) + 2 + (8) = 31 Success!

TRR is not expecting the attack, and the Sinspawn gets the jump on him, making the battle more difficult, but he is still more than a match for the creature, and dispatches it with ease.

With the monster dispatched, a moment of peace allows The Raven to ready the Spyglass from his back On closing, you may shuffle an item from your discard pile into your deck, then take a short rest.

Aric wrote:

Hand: Mask of the Red Raven, Merchant, Blessing of Lamashtu, Spyglass (acq), Shadowless Sword, Blessing of the Quartermaster, Quick-Change Mask,

Displayed: Gambeson,
Deck: 6 Discard: 5 Buried: 0
"Notes: I have no idea what any of this stuff does.
1 die recharges on a non-combat check"
Cards in Kit: Dreamstalker, Scimitar (acq), Armor of the Sands,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

UPKEEP:
Catacombs of Wrath Card 1 banished.
Catacombs of Wrath Card 2 acquired.
Catacombs of Wrath Card 4 banished.
Catacombs of Wrath Card 3 banished.
Catacombs of Wrath Card 5 banished.
Catacombs of Wrath is closed.


Party | Oracle - Tier 1.3

An Ancient Skeleton erupts from the ground. Grazzle summons Holy Light to remove it from this world. Check to Defeat - Combat 11: 1d8 + 1d4 + 2d12 + 6 ⇒ (1) + (1) + (2, 5) + 6 = 15 (Charisma die + Create Mindscape + Holy Light + Divine skill). Success; spell auto recharges and shuffles into Grazzle's deck.

Grazzle wrote:

Hand: Cloud Puff, Blessing of Sivinah, Holy Javelin, Cauterize, Half-Plate, Red Leathers,

Displayed: Create Mindscape,
Deck: 0 Discard: 6 Buried: 0
Notes: Blessing available (+2 to non-combat Int/Cha); Cloud Puff available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Off-turn, Aric summons a Skeleton Horde
Reveal Stone Axe +1 to fight.
Check to Defeat - Combat 8+3=11: 1d12 + 4 + 1d6 + 1 ⇒ (12) + 4 + (1) + 1 = 18 - Defeated.

Myrtle is startled when a skeleton wanders into the dungeon. Dangerous place indeed, she's now especially glad for the surprise armor she's wearing! She hacks at it with her axe, striking it down. Then she turns and opens the door behind her...

Turn 8, under the Blessing of Calistria

Free Exploration - Card #1: Skeleton Horde
Wow, nice timing there! :-p
Reveal Stone Axe +1 to fight.
Check to Defeat - Combat 8+3=11: 1d12 + 4 + 1d6 + 1 ⇒ (3) + 4 + (4) + 1 = 12 - Defeated.

... and finds another Skeleton! Again, she swings her axe it at, chipping away at the bone until it crumples to the ground.

Deciding that her old bones can't take all this fighting, even though she hasn't yet left his room Myrtle still decides that it's time to sit down and have a rest.

End of turn, recharge Studded Leather and draw 3 to reset my hand.

She takes off the heavy armor for a few minutes to rest, she's not used to the weight the leather adds. As she sits down she feels something fall out of her pocket and examines it... a magical gem. Pretty sure that this belongs to one of her friends, she decides to hang onto it until they reunite later.

Mother Myrtle wrote:

Hand: Stone Skin, Stained Glass Elemental, Salvation Cactus, Heat Metal, Stone Axe +1, Draughtcap Fungus, Gem of Mental Acuity, Volcanic Storm, Blessing of Zon-Kuthon,

Displayed: Clockwork Spy,
Deck: 6 Discard: 1 Buried: 0
Notes: If you take damage, Stone Skin
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.


During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle
Turn: 9, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Spoiler:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

Spoiler:
Ogre
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Spoiler:
Sneak
Monster C
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

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

Barriers
Spoiler:
Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Spoiler:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Spoiler:
Door Spike
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Spoiler:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Weapons
Spoiler:
Heavy Pick +1
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Spoiler:
Proxy Weapon 12
Weapon B
Traits: To Acquire:
Proxy 12 This is a proxy for a weapon.

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

Spoiler:
War Razor +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Spoiler:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

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


Spoiler:
Augury
Spell C
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Acid Arrow
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spoiler:
Aid
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Proxy Armor 14
Armor B
Traits: To Acquire:
Proxy 14 This is a proxy for an armor

Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

Spoiler:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

Spoiler:
Eyes of the Eagle
Item C
Traits:
Elite
Magic
Object To Acquire:
Wisdom
Perception 5 Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.

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

Spoiler:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Allies
Spoiler:
Saber-Toothed Tiger
Ally C
Traits:
Animal To Acquire:
Wisdom
Survival 8 Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Spoiler:
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.

Spoiler:
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.

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Blessings
Spoiler:
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:
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Blessing of Irori
Blessing C
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:
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.

Top of Blessing Discard Pile:

Blessing of Pharasma:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
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 2 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of 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 Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 12 /
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 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of 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.
Spoiler:
Blessings Deck Card 19 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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.

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: NokNok/rhynndavrie, None

Fort Rannick Card 1:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Fort Rannick Card 2:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

Fort Rannick Card 3:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Fort Rannick Card 4:
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Maelwys, None

Thassilonian Dungeon Card 1:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Thassilonian Dungeon Card 2:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Thassilonian Dungeon Card 3:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 4:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 5:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 6:
Belt of Incredible Dexterity
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

Location #3: 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:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Treacherous Cave Card 2:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Treacherous Cave Card 3:
Allying Dart +1
Weapon C
Traits:
Dart
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Treacherous Cave Card 4:
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 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:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 7:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Treacherous Cave Card 8:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

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

Treacherous Cave Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Shimmerglens Card 1:
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.

Shimmerglens Card 2:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 3:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Location #5: Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Garrison Card 1:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Garrison Card 2:
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.

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

Garrison Card 4:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 5:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

Location #6: Catacombs of Wrath
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, None


Nok-Nok's Deckhandler | Party

Nok-Nok hear's a clattering of skeletal bones hitting the floor as he turns around in time to see an Ancient Skeleton rush him. He response with sparky chakram to the skull.

Ancient Skeleton-CtD: Combat 11: 1d8 + 2 + 1d8 + 1 + 1d4 + 2 ⇒ (7) + 2 + (7) + 1 + (4) + 2 = 23

And is less surprised to see a second one come in just after dispatching the first.

Ancient Skeleton-CtD: Combat 11: 1d8 + 2 + 1d8 + 1 + 1d4 + 2 ⇒ (3) + 2 + (3) + 1 + (1) + 2 = 12

Nok-Nok could do this all day, but that definitely eats into exploring and finding of stuff time. Stupid skeletons.


Party | Oracle - Tier 1.3

Off-turn, fighting another Ancient Skeleton...

Check to Defeat - Combat 11: 3d8 + 1d4 + 6 ⇒ (4, 7, 4) + (2) + 6 = 23 (Charisma die + Cauterize + Create Mindscape + Divine skill). Success; discard Half-Plate for 1 Fire damage. Then, discard Red Leathers and heal 1d4 + 1 ⇒ (2) + 1 = 3. Spell automatically recharges and shuffles in.

Turn 9 under the Blessing of Pharasma...

Start of turn, Grazzle sends healing energy to Grazzle's party. Discard three cards to allow the party to heal up to seven (7) collective cards.

Still finding Grazzle's way through the Shimmerglens, Grazzle runs into Father Zantus. The pinkskin seems genuinely thrilled to meet Grazzle, and asks poignant questions about The Lizard Gods. Check to Acquire - Divine 6: 1d8 + 1d4 + 6 ⇒ (6) + (1) + 6 = 13. Success! Intrigued, Grazzle decides not to eat the pinkskin and asks him to join Grazzle.

Grazzle wrote:

Hand: Cloud Puff, Blessing of Sivinah, Father Zantus, Holy Javelin, Half-Plate, Major Cure, Web,

Displayed: Create Mindscape,
Deck: 0 Discard: 8 Buried: 0
Notes: Blessing available (+2 to non-combat Int/Cha); Cloud Puff available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: Party can heal seven (7) collective cards. Card #1 from Shimmerglens is acquired.


Nok-Nok's Deckhandler | Party

Off turn, heal 2 cards, praise be the lizard gods who are almost as good as Nok-Nok. (Cleaving Dogslicer and BoAbadar)

Turn 10, Blessing of Desna.

Nok-Nok is about to leave stupid skeleton pile when notices one of them had nice dagger. Nok-Nok rummages through to pull out the dagger and examine it.

Venomous Dagger +2-CtA: Dex 11: 1d8 + 2 + 1d4 + 2 + 1d4 ⇒ (3) + 2 + (2) + 2 + (2) = 11 Success, acquired!

Bones are brittle and sharp, but Nok-Nok carefully extracts dagger and finds it twin to his own. Smiling he slides it into his belt for easy reach and continues to explore.

Discarding Druid to explore.

Nok-Nok is about to leave when strange man wearing a bunch of leaves and sticks enters the room and hands him a coat that Nok-Nok remember lizard friend was wearing and then wanders away. Nok-Nok glances at coat and at retreating man trying to figure out what just happened.

Tussah Silk Coat-CtA: Con 4: 1d10 + 2 ⇒ (9) + 2 = 11 Success, Acquired.

Nok-Nok shrugs, takes a sniff of the coat and recognizes lizard friend's scent. Nok-Nok again wonders who strange nature man was and why he was so helpful. With a shrug, Nok-Nok prays to the god of stuff for help in finding more stuff.

Discarding Blessing of the Quartermaster to explore.

Exploration is cut short by locked passage. Nok-Nok takes a moment to examine the lock to try to disable it, hoping his buckler has the right tools for the job.

Locked Passage-CtD: Disable 8: 2d10 + 2 ⇒ (3, 7) + 2 = 12 Defeated, Banished and examine last card.

Nok-Nok, picks the lock with his trusty shield and spots a friendly snake just ahead, but he has to take a moment to replace tools on his buckler and arrange his new gear.

Recharging Tussah Coat and discarding ring of protection and then drawing up.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Venomous Dagger +2 (acq), Burglar's Buckler, Liquid Persuasion, Blessing of Bastet, Blessing of the Quartermaster 1,

Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Use blessing if needed.
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Liquid Persuasion
Spoiler:
Liquid Persuasion
Traits: Liquid, Alchemical
Banish this card to add your Intelligence or Craft skill to a Charisma or Wisdom check by a character at your location.
Blessing of Bastet
Spoiler:
Blessing of Bastet
Traits: Divine, Bastet, Gambling
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of the Quartermaster 1
Spoiler:
Blessing of the Quartermaster 1
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.
Venomous Dagger +2 (acq)
Spoiler:
Venomous Dagger +2 (acq)
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.

Displayed descriptions:

Update: Acquired cards 1 and 2, banished card 3, card 4 is known.


Aric can feel the slimy yet satisfying sensation of Grazzle's lizard gods sending him healing. The nobleman gratefully recovers three cards as he rests, then turns his sights on the Treacherous Cave as he dons his cowl.

Turn 11, under Blessing of Pharasma...

Climbing a ladders out of the catacombs, The Red Raven emerges into a Treacherous Cave. He immediately scans the area before advancing and spots his own Card 1: Proxy Item 4: Mask of Stolen Mien in the corner.

Mask of Stolen Mien CtA Stealth 10: 1d10 + 6 ⇒ (2) + 6 = 8 Failure!

While it might be helpful, the mask is not his priority right now; he will return for it later. Following some intel from the Merchant, he tracks down Myrtle's Card 2: Proxy Armor 4: Alchemist's Suit in a nother pile of randomly pillaged booty.

Alchemist's Suit CtA Int 7: 1d8 ⇒ 2 Failure!

Noting it's location for the alchemist, TRR forges onward. Surely Lamashtu has better plans for him than this? Well, yes. Card 3: Allying Dart +1 is at least marginally better for the crusader.

Allying Dart +1 CtA Dex 8: 1d10 + 4 ⇒ (4) + 4 = 8 Success!

The Raven pulls the dart from its now desiccated target and pockets the weapon as he pulls out his Spyglass to peer into the dark cavern. In the distance, he spots a Card 4: Skeleton Horde shambling towards him (how are there so many skeletons in this area???) and some Card 5: Magic Leather Armor on a not-so-ancient, unmoving skeleton in the corner.

Opting to get at least one fight in before he rests, TRR charges the horde with his Shadowless Sword, swapping the dart for his Dreamstalker summoning stone from his kit as he goes kit swap during examination.

Ancient Skeleton CtD Combat 8 + 3 = 11: 1d10 + 7 + 1d8 + 3 + 1d8 ⇒ (9) + 7 + (1) + 3 + (3) = 23 Success!

Hoping his friends are prepared to fight, TRR takes a final look to make sure the magically armored skeleton is still unmoving examine at end of turn, flip characters during examine before removing his cowl to rest.

Aric wrote:

Hand: Mask of the Red Raven, Dreamstalker, Vreva Jhafae, War Razor +1, Shadowless Sword, Blessing of the Quartermaster, Quick-Change Mask,

Displayed: Gambeson,
Deck: 7 Discard: 5 Buried: 0
"Notes: I have no idea what any of this stuff does.
1 die recharges on a non-combat check"
Cards in Kit: Allying Dart +1 (acq), Scimitar (acq), Armor of the Sands,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.

Weapon
Spell
Armor
Item
Ally
Blessing

UPKEEP:
Treacherous Cave Card 1 banished.
Treacherous Cave Card 2 banished.
Treacherous Cave Card 3 acquired.
Treacherous Cave Card 4 banished.
Treacherous Cave Card 5 known.


Nok-Nok's Deckhandler | Party

Stupid skeleton just won't stay dead! Nok-Nok hurls his chakram into the rapidly reassembling pile of bones, hoping some electricity can disrupt it.

Ancient Skeleton-CtD: Combat 11: 1d8 + 2 + 1d8 + 1 + 2 + 1d4 ⇒ (6) + 2 + (7) + 1 + 2 + (3) = 21

Lightning crackles through the ribs and into the rapidly assembling pile of bones. The pile flashes and scatters to all four corners with the smell of ozone lingering in the air.

Maybe dead this time...Nok-Nok hopes he can lock down location before whatever bad magics come back again.


Off-turn, heal 1 from Grazzle.
Off-turn, another Skeletal Horde

As another skeleton rises up to face her, Myrtle once again charges it with her deadly axe swinging.

Check to Defeat - Combat 8+3=11: 1d12 + 4 + 1d6 + 1 ⇒ (3) + 4 + (3) + 1 = 11 - Success

Turn 12, under the Blessing of the Gods

Satisfied that the last skeleton has fallen, Myrtle continues to examine the Dungeon.

Free Exploration - Card #1: Cure.
Check to Acquire - Wisdom 6: 1d12 + 2 ⇒ (3) + 2 = 5 - Failed, banished.

She finds a spell scroll that belongs to the lizard, but unfortunately she's unable to recover it right now. Hopefully he can come by and pick it up later.

Discard Blessing of Zon-Kuthon to explore - Card #2: Striking Wing Scimitar.
Check to Acquire - Strength 12: 1d4 ⇒ 1 - Failed, banished.

She also finds a sword belonging to Aric, and makes note of its location to send him back here for it later. It's much too awkward for her to carry along now.

Draw one to reset hand and end turn.

Mother Myrtle wrote:

Hand: Stone Skin, Stained Glass Elemental, Salvation Cactus, Heat Metal, Stone Axe +1, Draughtcap Fungus, Gem of Mental Acuity, Volcanic Storm, Blessing of Kofusachi,

Displayed: Clockwork Spy,
Deck: 6 Discard: 1 Buried: 0
Notes: If you take damage, Stone Skin
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.


During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each location’s deck list into location decks, deal them into piles by card type (so all of the weapons that would have been dealt into location decks are instead dealt into a single weapon pile, and so on). Then each character deals the cards from his character deck into those same piles, again by card type (so everyone’s weapons that aren’t in starting hands are now in the weapon pile, and so on). Shuffle each pile and build the locations using cards from these piles, then add henchmen to the location decks as usual. Finally, deal each character the same number of cards from each pile that he dealt into it (so these cards, if combined with his starting hand, would again meet the Cards List requirement on his character card); shuffle these cards to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first make it match the list you recorded before setting up: put any cards you have that are not on the list into a reward pile, then add back any cards that you no longer have regardless of where they ended up, but do not add back cards that were removed from the game.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle
Turn: 13, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

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

Spoiler:
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.

Spoiler:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Spoiler:
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.

Barriers
Spoiler:
Explosive Runes
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Spoiler:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Cryptic Message
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Spoiler:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

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


Weapons
Spoiler:
Proxy Weapon 14
Weapon B
Traits: To Acquire:
Proxy 14 This is a proxy for a weapon.

Spoiler:
Battleaxe
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Vicious Trident +1
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Spoiler:
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.

Spoiler:
Bastard Sword +1
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Frost Ray
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Scrying
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Spoiler:
Augury
Spell C
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Proxy Armor 14
Armor B
Traits: To Acquire:
Proxy 14 This is a proxy for an armor

Spoiler:
Proxy Armor 13
Armor B
Traits: To Acquire:
Proxy 13 This is a proxy for an armor

Items
Spoiler:
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.

Spoiler:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Spoiler:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Spoiler:
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.

Spoiler:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Allies
Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Brodert Quink
Ally 2
Traits:
Human
Sage To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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:
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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

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 Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 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 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 C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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.
Spoiler:
Blessings Deck Card 15 /
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 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.

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: NokNok/rhynndavrie, None

Fort Rannick Card 1 (Snake):
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Maelwys, None

Thassilonian Dungeon Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 2:
Augury
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 3:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Thassilonian Dungeon Card 4:
Belt of Incredible Dexterity
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.

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

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

Treacherous Cave Card 2:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 3:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Treacherous Cave Card 4:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Treacherous Cave Card 5:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Treacherous Cave Card 6:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

Shimmerglens Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 2:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Location #5: Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Garrison Card 1:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Garrison Card 2:
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.

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

Garrison Card 4:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 5:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; 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.

Location #6: Catacombs of Wrath
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


Party | Oracle - Tier 1.3

Turn #17 under the Blessing of Sarenrae...

Grazzle sends healing power out to Grazzle's friends, discarding three (3) cards from the top of Grazzle's deck to allow up to seven (7) collective healing. Then, Grazzle casts Major Cure to tend to Grazzle's own wounds. 1d4 + 1 ⇒ (1) + 1 = 2 cards healed, +1; spell auto recharges and shuffles. Father Zantus then comes to lay hands on Grazzle, though it saps much of his strength. Heal 1d4 + 1 ⇒ (3) + 1 = 4 cards.

Grazzle hears the laugh of the Jinkin before Grazzle sees it; the sound is unsettling. Grazzle steels Grazzle's nerves with a bit of the Cloud Puff Grazzle found. Check to Recharge - Survival 5: 1d10 + 2 ⇒ (4) + 2 = 6. Success; Cloud Puff is recharged. Steeled by the mushroom's effects, Grazzle unleashes a Holy Javelin of power at the monster, augmenting it with the Blessing of Sivinah. Check to Defeat - Combat 16: 2d8 + 2d8 + 1d4 + 6 ⇒ (1, 1) + (8, 3) + (3) + 6 = 22 (Charisma die + Blessing of Sivinah + Holy Javelin + Divine skill). Success; spell auto recharges and shuffles in. The creature dies laughing, even as its lungs fill with its own blood.

Done in the Shimmerglens, Grazzle looks for a way to mark this place as sealed. Check to Close - Divine 8: 1d8 + 1d4 + 6 ⇒ (4) + (3) + 6 = 13 (Charisma die + Create Mindscape + Divine skill). Success. On closing, Create Mindscape automatically recharges and shuffles.

Grazzle wrote:

Hand: Web, Holy Light, Cloud Puff, Fiery Weapon, Djinn Quarterstaff, Blessing of the Spellbound, Scrying,

Displayed:
Deck: 0 Discard: 5 Buried: 1
Notes: Blessing available; Cloud Puff to negate BYA/AYA; Scrying available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: Card #1 from Shimmerglens is defeated; the location is closed. Party can heal up to seven (7) collective cards.


Nok-Nok's Deckhandler | Party

Nok-Nok heals 3 cards, praise be the Lizard Gods.

Turn 18, Blessing of Iomedae.

Nok-Nok decides Fort Rannik is too full of skeletons for his liking, he opts to by pass snake, which clearly isn't as good as toads, and looks around for a way to lock down fort.

Banish Snake - d4 to get 6 isn't worth wasting resources on for B.

Nok-Nok takes a dagger from inside the fort, closes the door and then shoves the dagger into the lock and attempts to slam the dagger hilt sideways, snapping the blade off in the lock.

Recharging Blessing of the Quartermaster for extra die on non-combat.

Fort Rannik-CtC: Str 8: 2d8 + 1 ⇒ (2, 4) + 1 = 7 Not quite enough, box reroll.

reroll: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 Success, Closed!

Dagger is good solid steel and Nok-Nok regrets using it in this manner, but he gives it a second good solid kick and it snaps off.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Venomous Dagger +2 (acq), Burglar's Buckler, Liquid Persuasion, Blessing of Bastet, Xoff,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Use blessing if needed.
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Burglar's Buckler
Spoiler:
Burglar's Buckler
Traits: Shield
Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Liquid Persuasion
Spoiler:
Liquid Persuasion
Traits: Liquid, Alchemical
Banish this card to add your Intelligence or Craft skill to a Charisma or Wisdom check by a character at your location.
Xoff
Spoiler:
Xoff
Traits: Goblin, Ranger
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.
Blessing of Bastet
Spoiler:
Blessing of Bastet
Traits: Divine, Bastet, Gambling
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Venomous Dagger +2 (acq)
Spoiler:
Venomous Dagger +2 (acq)
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.

Displayed descriptions:

Banish card 1, close Fort Rannik.


Aric will again silently thank Grazzle for the healing and recover a bit more quickly (healing 3 cards).

Turn 15, under Blessing of Irori...

Confident the fallen skeleton won't rise like the others, Aric crosses the Treacherous Cave and attempts to recover the creature's Card 1: Magic Leather Armor.

Magic Leather Armor CtA Con 2: 1d6 ⇒ 2 Success!

Aric dons the armor, then asks Vreva to check the nearby antechamber and report back. She only rounds the corner before backing out again slowly and pointing at the advancing Card 2: Jinkin! Aric ducks out of sight before either figure sees him, and The Red Raven steps out of the shadows to confront the monster (thanks to his Mask. An aura of anti-magic emanates from the monster, but The Raven cares not for casting spells, and brandishes his Shadowless Sword.

Jinkin CtD Combat 16: 1d10 + 7 + 1d8 + 3 ⇒ (10) + 7 + (2) + 3 = 22 Success!

The Red Raven lunges at the Jinkin and his wish comes true as the monster dissipates in a puff of smoke. With the creature defeated, Vreva adding 1d6 to n/c checks this exploration) suggests collapsing the entrance to prevent this means of escape, and The Raven is inclined to agree, pulling out supplies he'd held in reserve (blessing of the Quartermaster) to do so.

Treacherous Cave CtC Wisdom 7: 2d8 + 1d6 ⇒ (6, 3) + (6) = 15 Success!

The mining equipment does the trick, and with Vreva's help, The Raven is able to secure the location (Treacherous Cave is CLOSED).

The route secure, TRR stops for a rest.

Aric wrote:

Hand: Captain's Cutlass +1, Dreamstalker, Heavy Pick +1, War Razor +1, Shadowless Sword, Blessing of Abadar, Quick-Change Mask,

Displayed: Gambeson,
Deck: 10 Discard: 3 Buried: 0
Notes: 2 dice vs barrier
Cards in Kit: Allying Dart +1 (acq), Scimitar (acq), Armor of the Sands,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.


UPKEEP:
Treacherous Cave Card 1 acquired.
Treacherous Cave Card 2 banished.
Treacherous Cave is closed.


Off-turn, Grazzle heals Myrtle for 1.

Turn 16, under the Blessing of the Gods

Free Exploration - Card #1: Jinkin
BYA - Arcane 9: 1d12 + 2 ⇒ (4) + 2 = 6 - Recharge Stained Glass Elemental for +4 to the check = 10, success
Discard Volcanic Storm for combat. Banish Salvation Cactus for +1 die.
Check to Defeat - Combat 16: 2d12 + 2 + 3d6 ⇒ (4, 1) + 2 + (3, 2, 1) = 13 - Wow, those dice hate me today... use my shirt reroll on the 1
Check to Defeat - Combat 16: 4 + 1d12 + 2 + 3 + 2 + 1 ⇒ 4 + (5) + 2 + 3 + 2 + 1 = 17 - Success, just barely.
Attempt to close, using my Blessing of Kofusachi.
Check to Close - Arcane 7: 2d12 + 2 ⇒ (5, 12) + 2 = 19 - See, that's more like how D12s are meant to roll!

Myrtle's hunt finally comes to an end, as she confronts the fey that she'd been chasing down. She pulls a scroll out of her pack to hurl a spell at it. It tries to interrupt the casting, but her Elemental jumps in the way and takes the blow. As she finishes the spell, she realizes that it wasn't at all the spell she thought she'd grabbed, this was one of Grazzle's. Instead of a small effect, she accidentally conjured an entire storm of volcanic heat and fire. She quickly tosses in some Salvation Cactus to fuel the fire, and sends it towards the poor little sprite. She initially has difficulty controlling the unexpected firestorm, and it looks to veer off in entirely the wrong direction, but at the last minute Myrtle manages to get it back under control and sends it at the sprite, burning it to ash.

All locations closed, that's victory!


Development:
That was quite the elaborate prank those creatures played on you! You tracked them into a tunnel system off the main cavern, where you found the rest of your things. From the looks of this place and their remains, you think they were jinkins. If that’s true, you’re lucky you escaped with your life and your goods.

Still, the gall of them, thinking they could mess with you! You showed them a thing or two, unleashing your fury on them and pounding them into dust. Too bad there were only a few of the creatures. Now that you have your equipment back, it’s time to show more evildoers your ferocity and valor. Bring it on!

Reward
The party gets the reward pile. Adventure Card Guild characters may choose a bonus deck upgrade.


2-3D: A Fungus Among Us

As you traverse the tunnels of Hollow Mountain back to the main cavern, you look closely at the fungal organism lining the walls. It’s green, with blood-red flecks suspended in finger-like appendages. The flecks seem to pulse as if they’re alive.

Continuing on your way, you reflect on your journey through the mountain. So far, it hasn’t been very profitable. While you aren’t in it for the money, you still need to pay for your kit and have a bit left over for entertainment. Perhaps the fungus might be worth something—some herbal remedy long forgotten. Maybe you can extract some nectar from the phalanges, like a succulent cactus. You have some jars in your pack for just such an occasion.

With a quick flick of your knife, a polyp falls into one container. You reach out to squeeze the thing, aiming to catch the dripping liquid in another vial. As you touch the fungus, you realize you’ve made a grievous mistake. A burning sensation enflames the tips of your fingers. The pulsing of the fungus grows stronger as the walls reach out to pull you in. Seems taking a sample pissed it off, and now it’s out for revenge!

Villain: Fungal Savage
Henchmen: Poison Traps
During This Scenario: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”


During This Adventure:

During This Scenario: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Location #3: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: None

Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Location #5: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

Location #6: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None


Nok-Nok's Deckhandler | Party

Nok-Nok will go say hi to Lamashtu since he is best equiped to take the damage.

Nok-Nok wrote:

Hand: Venomous Dagger +2, Old Salt , Boots of Friendly Terrain, Blessing of the Quartermaster 1, Blessing of the Quartermaster 2, Blessing of Lamashtu,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use blessing if needed.
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.

Card Descriptions:

Hand descriptions:
Venomous Dagger +2
Spoiler:
Venomous Dagger +2
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.
Boots of Friendly Terrain
Spoiler:
Boots of Friendly Terrain
Traits: Clothing, Magic
Discard this card to add 1d8 to your check to close a location.
If you are at a closed location at the end of your turn, reveal this card to move.
Old Salt
Spoiler:
Old Salt
Traits: Human, Veteran
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Blessing of Lamashtu
Spoiler:
Blessing of Lamashtu
Traits: Divine, Lamashtu
Discard this card to add 1 die to any check.
Bury this card to add 2 dice to any combat check to defeat a monster.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessing discard pile, recharge this card instead of discarding it.
Blessing of the Quartermaster 1
Spoiler:
Blessing of the Quartermaster 1
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.
Blessing of the Quartermaster 2
Spoiler:
Blessing of the Quartermaster 2
Traits: Basic
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.

Displayed descriptions:

Grand Lodge

Aric will jaunt over to the Wooden Bridge to try to make friends by rescuing people.

Aric wrote:

Hand: Blessing of the Spy 2, Psychic Detective, Blessing of Abadar, Striking Wing Scimitar, Mask of the Red Raven, Wayfinder, Sharper,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: 2 dice vs. barrier
Cards in Kit: Mask of Stolen Mien, Blessing of Bastet, Dreamstalker,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
Diplomacy: Charisma +3 [+7]

Favored Card: Ally
Hand Size 6 [X] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck) (☐ or when a character encounters a villain or henchman), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand (☐ or the top card of your deck) with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire (☐ or a weapon) as damage ([X] or for its power), you may recharge it instead.
☐ When you acquire a boon, you may examine the top card of your location deck. (☐ If it is an ally that has Diplomacy in its check to acquire, draw it.)
[X] You may discard (☐ or recharge) a card to evade a bane you encounter.
[X] When temporarily closing locations, you may discard a card to temporarily close your location.


Party | Oracle - Tier 1.3

Grazzle will seek bugs to eat in the Nettlemaze.

Grazzle wrote:

Hand: Pyrotechnic Blast, Blessing of Pharasma, Cure, Armor of the Sands, Volcanic Storm, Druid of the Flame, Heat Metal,

Displayed:
Deck: 0 Discard: 0 Buried: 0
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.


Myrtle will start in the Deeper Dungeons

Mother Myrtle wrote:

Hand: Alchemist's Suit, Liquid Persuasion, Stone Axe +1, Blessing of the Elements 2, Heat Metal, Blessing of the Elements, Anesthetizing Slime,

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

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.


During This Adventure:

During This Scenario: Treat the henchman Poison Trap as if it has the following additional power: “The difficulty to defeat the Poison Trap is increased by 1d6 plus the scenario’s adventure deck number.”
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Mother Myrtle, Grazzle
Turn: 1, Grazzle/MidnightLich

Random Cards:

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

Spoiler:
Plague Zombie
Monster C
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Spoiler:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Spoiler:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Spoiler:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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


Spoiler:
Battered Chest
Barrier C
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Spoiler:
Hand Chopper
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Spoiler:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Spoiler:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Weapons
Spoiler:
Longbow
Weapon C
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Spoiler:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Proxy Weapon 7
Weapon B
Traits: To Acquire:
Proxy 7 This is a proxy for a weapon.

Spoiler:
Glaive
Weapon C
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
Spoiler:
Fiery Weapon
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Major Cure
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spoiler:
Augury
Spell C
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Spoiler:
Proxy Armor 12
Armor B
Traits: To Acquire:
Proxy 12 This is a proxy for an armor

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

Spoiler:
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.

Items
Spoiler:
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.

Spoiler:
Belt of Giant Strength
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.

Spoiler:
Wand of Scorching Ray
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
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.

Spoiler:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

Allies
Spoiler:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Spoiler:
Proxy Ally 8
Ally B
Traits: To Acquire:
Proxy 8 This is a proxy for an ally.

Spoiler:
Proxy Ally 11
Ally B
Traits: To Acquire:
Proxy 11 This is a proxy for an ally.

Spoiler:
Proxy Ally 3
Ally B
Traits: To Acquire:
Proxy 3 This is a proxy for an ally.

Blessings
Spoiler:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Blessing of Torag
Blessing C
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:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

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 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 /
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.
Spoiler:
Blessings Deck Card 5 /
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 6 /
Proxy Blessing 6
Blessing B
Traits: To Acquire:
Proxy 6 This is a proxy for a blessing.
Spoiler:
Blessings Deck Card 7 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Gorum
Blessing C
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 combat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 12 /
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of 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 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 Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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 Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 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 Calistria
Blessing C
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 24 /
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 25 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Proxy Blessing 15
Blessing B
Traits: To Acquire:
Proxy 15 This is a proxy for a blessing.
Spoiler:
Blessings Deck Card 28 /
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 29 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Dam Card 1:
Icy Longspear +1
Weapon C
Traits:
2-Handed
Magic
Melee
Piercing
Spear To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Dam Card 2:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

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

Dam Card 4:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Dam Card 5:
Giant Hermit Crab
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9 If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Dam Card 6:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Dam Card 7:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Dam Card 8:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Dam Card 9:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Dam Card 10:
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.

Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, None

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

Nettlemaze Card 2:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Nettlemaze 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.

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Ogrekin
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Nettlemaze Card 6:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.

Nettlemaze Card 7:
Explosive Runes
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Nettlemaze Card 8:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Nettlemaze Card 9:
Proxy Weapon 13
Weapon B
Traits: To Acquire:
Proxy 13 This is a proxy for a weapon.

Nettlemaze Card 10:
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.

Location #3: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Aric/sirrogue, None

Wooden Bridge Card 1:
Giant Badger
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 8 Bury this card to move. You automatically succeed at any check required to move. You may not play this ally during an encounter.
Discard this card to explore your location.

Wooden Bridge Card 2:
Snake
Ally C
Traits:
Animal
Elite To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Wooden Bridge Card 3:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Wooden Bridge Card 4:
Siren
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Wooden Bridge Card 5:
Goblin Plate +1
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.

Wooden Bridge Card 6:
Fungal Savage
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Wooden Bridge 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, move to a random location.

Wooden Bridge Card 8:
Ogre
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Wooden Bridge Card 9:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Wooden Bridge Card 10:
Sheriff Hemlock
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Warrens Card 1:
Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

Warrens Card 2:
Acolyte
Ally C
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

Warrens Card 5:
Aid
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens Card 6:
Proxy Weapon 2
Weapon B
Traits: To Acquire:
Proxy 2 This is a proxy for a weapon.

Warrens Card 7:
Throwing Axe
Weapon B
Traits:
Axe
Elite
Ranged
Slashing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Warrens Card 8:
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.

Warrens Card 9:
Toad
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

Warrens Card 10:
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 the check to defeat does not have the Magic trait, the Ghost is undefeated.
Location #5: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: NokNok/rhynndavrie, None

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

Shrine to Lamashtu Card 2:
Poison Trap
Henchman C
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Shrine to Lamashtu Card 3:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Shrine to Lamashtu Card 4:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
Blessing of the Gods
Blessing C
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 6:
Proxy Spell 11
Spell B
Traits: To Acquire:
Proxy 11 This is a proxy for a spell.

Shrine to Lamashtu Card 7:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Shrine to Lamashtu Card 8:
Proxy Blessing 9
Blessing B
Traits: To Acquire:
Proxy 9 This is a proxy for a blessing.

Shrine to Lamashtu Card 9:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Shrine to Lamashtu Card 10:
Cryptic Message
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Location #6: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: MotherMyrtle/Maelwys, None

Deeper Dungeons Card 1:
Proxy Spell 13
Spell B
Traits: To Acquire:
Proxy 13 This is a proxy for a spell.

Deeper Dungeons Card 2:
Proxy Item 10
Item B
Traits: To Acquire:
Proxy 10 This is a proxy for an item.

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

Deeper Dungeons Card 4:
Myriana
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.

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

Deeper Dungeons Card 6:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.

Deeper Dungeons Card 7:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Deeper Dungeons Card 8:
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.

Deeper Dungeons Card 9:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage. Then banish this card.

Deeper Dungeons Card 10:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.


Party | Oracle - Tier 1.3

Turn 1 under the Blessing of Sarenrae...

Grazzle enters the Nettlemaze hungry, eager to feast. Beware, said the voice in Grazzle's head. Something is killing insects here. Grazzle looks, and Sees the truth: a Poison Trap, well hidden, just inside the entrance. Scenario Rule, difficulty is increased by 1d6 + 3 ⇒ (4) + 3 = 7.

Grazzle summons the power of the Lizard Gods into a searing Pyrotechnic Blast, aimed squarely at the trap. Check to Defeat - Divine 12: 1d10 + 2d4 + 6 ⇒ (6) + (1, 4) + 6 = 17 (Charisma die + Pyrotechnic Blast + Divine skill). Success; defeated and banished. The spell automatically recharges and shuffles into Grazzle's deck. The trap explodes into a cloud of poison gas, all of which burns away in Grazzle's fire.

Summon and defeat a random monster to close - 1d5 ⇒ 3 - Diseased Rats.

There is more danger! Grazzle Sees a swarm of Diseased Rats, sickened and driven mad by the poison, attacking Grazzle. Still humming with divine power, Grazzle calls forth a Volcanic Storm to bathe the area in fire and molten rock. Check to Defeat - Combat 11: 1d10 + 3d6 + 6 ⇒ (7) + (3, 1, 6) + 6 = 23 (Charisma die + Volcanic Storm + Divine skill). Success; defeated and banished. The spell automatically recharges and shuffles into Grazzle's deck.

After a moment, there is nothing left of the Nettlemaze ten feet around where Grazzle stands. No rats, no poison, and no bugs to eat. Irritated, hungry, and still charged with divine power, Grazzle heads elsewhere to look for a meal.

Grazzle wrote:

Hand: Volcanic Storm, Blessing of Pharasma, Cure, Armor of the Sands, Blessing of the Spellbound, Druid of the Flame, Heat Metal,

Displayed:
Deck: 0 Discard: 0 Buried: 0
Notes: Blessings available.
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 [X] +1 [X] +2 [X] +3 [ ] +4
Divine: Charisma +3

Favored Card: Spell
Hand Size 6 [X] 7
Proficient with: Light Armors
Powers:
You automatically succeed at your check to recharge a spell ( [X] 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 ( [X] 1 plus) twice the number of cards you discarded.
[ ] Add 2 to your check that invokes the Attack trait.

Upkeep: Card #1 from the Nettlemaze is banished (defeated); the Nettlemaze is closed.


Nok-Nok's Deckhandler | Party

Turn 2, Blessing of Shelyn

Nok-Nok arrives at most divine of temples, Lamashtu be praised! Nok-Nok takes a step through the door and finds himself falling into a pit trap someone left carelessly in the entryway.

2 barriers at shrine, +3 to checks against monsters/bariers.

Pit Trap-CtD: Dex 8: 1d8 + 2 + 3 ⇒ (4) + 2 + 3 = 9 Defeated, banished, explore again!

Nok-Nok catches his balance, wavers a bit on the edge and then hops over the pit and lands square in the middle of a carefully placed Poison Trap.

Recharging Blessing of the Quartermaster for an extra die.

Scenario: 1d6 ⇒ 4
Poison Trap-CtD: Disable 12(5+3+4): 2d10 + 3 ⇒ (8, 7) + 3 = 18 Defeated, Banished!

Nok-Nok admires the placement of the trap, as the needles sink deep into his skin. Fortunately Nok-Nok has dealt with these traps before and has worked up an immunity to them. Too bad for whoever was trying to keep him out.

Nok-Nok take a moment to commune with Lamashtu and asks for some guidance in setting up better defenses for the shrine. Recharging BoQuartermaster 2 for extra die. Not too upset if I miss this but I'll give it some effort.

CtClose: Divine 6: 2d4 ⇒ (2, 4) = 6 Closed! Guess I won't try to farm blessings.

Nok-Nok and Lamashtu have good talk, and Nok-Nok throws some sharper rocks into the pit and resets the poison trap. Nok-Nok pretty sure that will be good enough to keep anyone else out.

Nok-Nok straps on stompy boots and heads off to Dam. Reveal Boots of Friendly Terrain to move at end of turn at closed location.

Nok-Nok wrote:

Hand: Venomous Dagger +2, Galvanic Chakram +1, Boots of Friendly Terrain, Xoff, Old Salt , Blessing of Lamashtu,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Use blessing if needed.
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.

Card Descriptions:

Hand descriptions:
Galvanic Chakram +1
Spoiler:
Galvanic Chakram +1
Traits: Knife, Ranged, Slashing, Electricity, Magic, Elite
For your combat check, reveal this card to use your Dexterity or Ranged skill +1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
When playing another weapon, if proficient with weapons, you may discard this card to add 1d4+1 and the Electricity trait to your combat check.
Venomous Dagger +2
Spoiler:
Venomous Dagger +2
Traits: Knife, Ranged, Piercing, Magic
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 1d12 and the Poison trait.
On your combat check, if you played another weapon, discard this card to add 1d4+2 and the Poison trait.
Boots of Friendly Terrain
Spoiler:
Boots of Friendly Terrain
Traits: Clothing, Magic
Discard this card to add 1d8 to your check to close a location.
If you are at a closed location at the end of your turn, reveal this card to move.
Old Salt
Spoiler:
Old Salt
Traits: Human, Veteran
Recharge this card to add the adventure deck number of the current scenario to your check (minimum 1).
Discard this card to explore your location.
Xoff
Spoiler:
Xoff
Traits: Goblin, Ranger
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.
Blessing of Lamashtu
Spoiler:
Blessing of Lamashtu
Traits: Divine, Lamashtu
Discard this card to add 1 die to any check.
Bury this card to add 2 dice to any combat check to defeat a monster.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessing discard pile, recharge this card instead of discarding it.

Displayed descriptions:

Update: Banish card 1 and 2, acquired all the remaining blessings (Nok-Nok goblin ability to ignore all rules and take what he wants), closed Shrine of Lamashtu and moved to Dam.


Off-turn: Aric finds the villain.
Blessing of the Elements on my close attempt
Check to Close - Fortitude 8: 2d8 + 1 ⇒ (6, 1) + 1 = 8 - Success, Dungeons are guarded.
BYA - Wisdom 7: 1d12 + 2 ⇒ (2) + 2 = 4 - Failed, Myrtle wanders off
Random Location: 1d5 ⇒ 1 ... and ends up at the Dam with the Goblin.


Nok-Nok's Deckhandler | Party

Nok-Nok hears cry of evil fungi on the hunt and hurriedly starts looking for something to guard the Dam. Unfortunately it's leaking badly, so he starts throwing his stuff at the leak to plug the hole.

Temp Close Bury: 1d4 ⇒ 3 Well it could have been worse...

Burying 3 - Old Salt, Venomous Dagger, Boots of Friendly Terrain.

Nok-Nok tries putting his boot under the leak...but it fills to quickly. Next he shoves a dagger in, but that just made it bigger. Finally he talk Old Salt into sticking his finger in the whole.

Nok-Nok figure that good enough for now.

Dam is guarded.

------

BYA-Fort 7: 1d10 + 2 ⇒ (2) + 2 = 4
Random Location: 1d6 ⇒ 3 Bridge...but no, would have opted to go first to prevent movement.


Turn 3, under Blessing of Iomedae...

Noting a number of figures on a rickety Wooden Bridge, Aric heads over to see if the need help (and recruit them if he can). Instead, he finds that the first figure he noted as a Card 1: Giant Badger. Not what he'd anticipated, but Aric can see the creature's value, and calls upon Abadar in hopes of assistance in persuading the creature to join him.

Giant Badger CtA Wis 8: 2d8 ⇒ (5, 6) = 11 Success!

Through tone rather than words, Aric is able to communicate his intent, and while it seems like the creature is charging him for a moment, Aric realized it is just catching a Card 2: Snake before it can bite him!

Snake CtA Wis 6: 1d8 ⇒ 7 Success!

Aric believes he has charmed the snake, despite his lack of experience, when his Sharper's heel comes down on its head just as it is about to (again) attempt to bite him! The Sharper chides "Maybe you should stick to people," and introduces the nobleman to...

Random Ally: 1d5 ⇒ 5 Oops, proxy still in the box. Again!
Random Ally: 1d5 ⇒ 2 Jakardros Sovark.

Aric nods as Jakadros joins his retinue. Tired of the unknown, Aric consults with the Psychic Detective on what's ahead, but also asks her to remain on standby recharge ally to explore instead of discarding. She notes that crossing the unstable bridge would impress Abadar with a boon Card 3: Blessing of Abadar on the other side for those who prove worthy.

Figuring the Crimson Crusader is better suited to the task, Aric melds into the crowd of his retinue while The Red Raven leaps from a tree to the base of the bridge and attempts to impress Abadar (swapping his quick-cowl for the Mask of Stolen Mein in the process).

Blessing of Abadar CtA Dex 6: 1d10 + 4 ⇒ (1) + 4 = 5 Failure!

Unfortunately, attempting to shift his gear in midair throws off his balance. TRR still lands on his feet, but Abadar is not impresses with his clumsiness.

Attempting to reorient himself, TRR used his Wayfinder, which indicates danger below. Spying a Card 4: Siren awaiting below, he scouts around, looking for an alternate direction of travel examine, then you may shuffle the location (yes) then you may explore.

shuffled exploration, ignoring 1-3: 1d10 ⇒ 7

Scouting the cliff face on the other side of the bridge, TRR is accosted by the Card 7: Spectre of some fallen adventurer who got too near the edge.

Spectre CtD Combat 11: 1d10 + 7 + 1d6 + 2 ⇒ (2) + 7 + (6) + 2 = 17 Success!

Little does it know, The Red Rave does not fear heights, nor ghosts, and the Crusader dispatches it with aplomb.

shuffled exploration, ignoring 1-3,7: 1d10 ⇒ 8

Consulting with is new friend, Jakardros alerts The Raven to giant activity in an offshoot cavern, and sure enough, TRR finds an Card 8: Ogre lying in wait.

Ogre CtD Combat 14: 1d10 + 7 + 1d6 + 2 ⇒ (7) + 7 + (5) + 2 = 21 Success!

Dispatching the beast, TRR finally consults the latest intel report Blessing of the Spy and finds

shuffled exploration, ignoring 1-3,7,8: 1d10 ⇒ 1
shuffled exploration, ignoring 1-3,7,8: 1d10 ⇒ 1
shuffled exploration, ignoring 1-3,7,8: 1d10 ⇒ 2

Card 6: Fungal Savage waiting for him!

Fungal Savage CtD Con 7: 3d6 ⇒ (2, 4, 3) = 9 Success!

His intel provides a bit of help knowing which direction to duck when the poison pollen attack hit, and the Elements helped a bit with a breeze wafting it even further out of The Raven's path. Past the outer defenses, TRR plunges his Strikewing Scimitar at the creature's known weak spot, giving the weapon an extra twist on the way Spy die plus discard weapon for extra d6+1.

THEN Fungal Savage CtD Combat 17: 2d10 + 7 + 1d6 + 2 + 1d6 + 1 ⇒ (6, 8) + 7 + (1) + 2 + (2) + 1 = 27 Success!

The blade pierces deep into the creature, letting out another puff of rancid spores. The Raven pivots to shield his Sharper from the blast (recharged) and the blast sprays harmlessly against his back (no cards left in hand).

Wounded but still mobile, the creature lopes off in the only direction not guarded by The Raven's allies.

At least now we know where it will be.

Exhausted, The Raven can't even muster the strength to change, so he just sits and rests.

The Red Raven wrote:

Hand: Red Leathers, Shadowless Sword 2, Appleslayer, Diviner's Blight,

Displayed: Mask of Stolen Mien, Spectre (Incorporeal, Undead),
Deck: 10 Discard: 5 Buried: 0
Notes:
Cards in Kit: Mask of the Red Raven, Blessing of Bastet, Dreamstalker,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [X] +2 [X] +3 [X] +4
Acrobatics: Dexterity +2 [+6]
Stealth: Dexterity +2 [+6]
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1

Favored Card: None
Hand Size 4 [ ] 5 [ ] 6
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck)(☐ or when you defeat a monster), 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 [+7]
At the end of your move step ([X] or turn), you may examine the top card of your location deck. ([X] If it is a monster, you may encounter it.)
[X] On your combat check, you may discard (☐ or recharge) a card that has the Accessory or Clothing trait or an armor to add 1d8 (☐ 1d12).
[X] If a character at your location would fail a check to defeat a monster (☐ or a barrier), you may discard a card to allow her to reroll the dice and take the new result.
☐ When a villain escapes, you may move to a new location that was neither closed nor temporarily closed.

UPKEEP:
Wooden Bridge Card 1 acquired.
Wooden Bridge Card 2 acquired, then banished.
Random Ally 5 acquired.
Wooden Bridge Card 3 banished.
Wooden Bridge Card 4 shuffled, but known to be in deck.
Wooden Bridge Card 7 displayed on Mask of Stolen Mein.
Wooden Bridge Card 8 banished.
Wooden Bridge Card 6 VILLAIN defeated, escapes (to the Warrens?).
Wooden Bridge CLOSED.


Turn 4, under the Blessing of the Gods
Move back to Deeper Dungeons

Confused about how she ended up at the Dam, Myrtle decides to blame it on the puff of spores that hit her right before she blacked out. She turns and heads back down into the deep dungeons...

Free Exploration - Card #1: Proxy Spell Fiery Weapon
Check to Acquire - Wisdom 6: 1d12 + 2 ⇒ (10) + 2 = 12 - Acquired

Banish Anesthetizing Slime to explore - Card #2: Proxy Item Potion of Ruggedness
Check to Acquire - Craft 6: 1d12 + 4 ⇒ (4) + 4 = 8 - Acquired
Reshuffle Slime - Knowledge 7: 1d8 + 3 ⇒ (4) + 3 = 7 - Shuffle back into deck

Once down there she finds a spell scroll and potion bottle. Thinking both might end up useful, she slips them both into her pockets and stops for a few minutes to catch her breath before continuing.

Mother Myrtle wrote:

Hand: Alchemist's Suit, Liquid Persuasion, Stone Axe +1, Heat Metal, Fiery Weapon, Potion of Ruggedness, Cauterize,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Add 1d4+Fire to any Weapon Combat (Fiery Weapon)
Add 1d12+5 to any local Wisdom or Charisma check (Liquid Persuasion)
Autopass any local Survival check (Potion of Ruggedness)
Add 1d4+1+Fire to any local Combat check (Heat Metal)
Add 2 dice to any local Trap or Lock Barrier check (Heat Metal)

Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d4
Constitution d8
Fortitude: Constitution +1
Intelligence d8+1
Knowledge: Intelligence +2
Wisdom d12+2
Craft: Wisdom +2
Survival: Wisdom +2
Charisma d6

Favored Card Type: Spell
Hand Size 7
Proficient with: Light Armors
Powers:
You may use your Wisdom skill for your Arcane check.
When you would banish or discard a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it or shuffle it into your deck; if you fail, discard it.

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