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

Game Master Maelwys0

Party Tracking Sheet


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During This Adventure:

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

When Mistress Etainia would be cornered, banish her instead, then summon and build the location Shrine to Lamashtu and shuffle the villain Spawn of Lamashtu into it.
To win the scenario, corner Spawn of Lamashtu.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 13, Nok-Nok/rhynndavrie

Random Cards:

Monsters
Spoiler:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Spoiler:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Spoiler:
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.

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:
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.

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

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

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.

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

Spoiler:
Starknife
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity~Ranged 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Spiked Chain
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength~Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.~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.

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

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

Spells
Spoiler:
Sanctuary
Spell C
Traits:
Basic
Divine
Magic
Mental To Acquire:
Wisdom~Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

Armors
Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

Spoiler:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

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.

Spoiler:
BirdCruncher Crown
Item P
Traits:
Accessory
Magic To Acquire:
Charisma~Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.~When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

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:
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:
Sage
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.~Discard this card to explore your location.

Spoiler:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma~Diplomacy 6
Bury this card to add 1d8 to a combat check at your location.~Discard this card to explore your location. If you encounter a boon, banish it.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

Blessings
Spoiler:
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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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: 15

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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a combat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of 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 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 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 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 Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to to add 2 dice to a check if a spell was played during that 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.

Goblin Fortress
Closed
At This Location:
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
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.

Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Warrens Card 1:
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.

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

Warrens Card 3:
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.

Warrens Card 4:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength~Melee 5
For your combat check, reveal this card to roll your Strength or Melee die + 1d8.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Deeper Dungeons
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

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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Grazzle/MidnightLich, Nok-Nok/rhynndavrie, None

Shrine to Lamashtu 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.

Shrine to Lamashtu Card 2:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Shrine to Lamashtu Card 3:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom~Divine 7
The Spectre is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Spectre is undefeated.~If undefeated, you move to a random location.

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

Shrine to Lamashtu Card 5:
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.

Shrine to Lamashtu Card 6:
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.

Shrine to Lamashtu 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.

Shrine to Lamashtu Card 8:
Spawn of Lamashtu
Villain 1
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 10
THEN Combat 12
Before you act, each character must succeed at a Wisdom 7 check or recharge his hand then draw the same number of cards.~After the encounter, each character is dealt 2 Mental damage that may not be reduced for each blessing she played.


Nok-Nok's Deckhandler | Party

Nok-Nok wanders around the Shrine of Lamashtu feeling at one with the place. As he wanders, he feels the hand of Lamashtu, lay on him, burning and yet comfortable.

Free explore reveals Blessing of the Gods. Auto acquired, taking 2 mental damage, recharging up to 2 cards you would discard as damage.. Recharging BotG and Emerald of Dex.

Pulling out his compass, Nok-Nok waves it around trying to find which direction to go. He gives it a shake, shrugs and heads off towards the alter, where he finds a cultist defaming the good name of Lamashtu.

In a divine wrath, Nok-Nok strikes out at the cultist with his Rochin.

Cultist - CtD: Combat 9: 1d8 + 1 + 2 + 1d6 + 1d4 ⇒ (8) + 1 + 2 + (5) + (4) = 20

Panting a bit, Nok-Nok, whips his Rochin in a salute to the alter.

I could push a bit harder, but want to keep a weapon in hand which won't happen if I hit another blessing...so just going to stop here.

Nok-Nok wrote:

Hand: Rochin, Blessing of the Gods 2, Kusarigama, Blessing of the Quartermaster 1, Burglar's Buckler,

Displayed:
Deck: 12 Discard: 3 Buried: 2
Notes: Blessing available if needed. Quartermaster is best used on non-combat.
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.


The Red Raven sees all. Especially when he ends his moves step and gets to examine the Large Chest (Bow chicka honk honk) that was hidden behind a pile of rotting leathers in the armory.

Large Chest CtD Dex 10: 1d10 + 1 ⇒ (2) + 1 = 3

The crimson crusader tinkers with the lock a bit, then hears a *click* unlike those he is accustomed to from locks. It may be nothing, but given the condition of the other weapons in this room, he is unwilling to risk resources to get more of these poor-quality rewards.

Eye on the prize.

Suiting actions to words, he pulls out his bendy Spyglass once more and peers into the warrens beyond.

At last, the raider he's been searching for. While he would prefer to slay both Warlord and the Goblin Raider in the respective adjacent chambers, time grows short, and he must secure this area to help Nok-Nok's efforts to corner their prey. Just the Raider, then.

rando gobo: 1d6 ⇒ 66. Bury a random card from your discard pile.

As he enters, The Raven sees the Archer on the floor motionless at the goblin's feet. The random monster must have brought her here. He must remember to give her a proper burial.

For now, he can take out his wrath on this goblin.

Goblin Raider CtD Combat 8: 1d10 + 1 + 1d6 + 1 ⇒ (3) + 1 + (3) + 1 = 8

The Raven has the upper hand, but rather than strike hard, he knocks the monster's weapon across the room, then hamstrings it. He walks away before it is even dead, but his keen hearing tracks it as it crawls across the room in a race to recover its weapon before its femoral arteries leak away what is left of its life.

Warrens CtC Dex 6: 1d10 + 1 + 1d6 ⇒ (8) + 1 + (1) = 10 Meanwhile The Red Raven has been moving furniture, leveraging boulders, and trapping passageways in the surrounding Warrens. He has used all his resources when he reached the last egress, sturdy metal double doors with no lock. Taking his Capitan's Cutlass, he slides it through the handles of the double doors recharging the cutlass to add a d6 to n/c Dex check.

Warrens is closed.

The Red Raven wrote:

Hand: Red Leathers, Sword Cane, Bracers of Protection, Psychic Detective, ,

Displayed: Clockwork Spy,
Deck: 12 Discard: 3 Buried: 2
Notes:
Cards in Kit: Wooden Shield, Rapier, Mask of the Red Raven,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with 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[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


Party | Oracle - Tier 1.3

Off-turn: A random 1d5 ⇒ 3 monster appears on top of the Shrine to Lamashtu.

Grazzle takes a moment to cast Cure on Grazzle, restoring strength and vitality to Grazzle's bones. Heal for 1d4 + 1 ⇒ (3) + 1 = 4 cards; the spell automatically recharges due to Grazzle's power.

Grazzle feels the presence of Lamashtu Praise her in her shrine, pressing against Grazzle's mind with steady pressure. Grazzle hears the song of the goddess No..., drawing Grazzle deeper... Grazzle stops, a realization dawning upon Grazzle. Siren! Grazzle Sees the creature, singing her mesmerizing song, in an antechamber near the altar. Grazzle feels Grazzle's mind falling under the creature's sway, when a Goblin voice breaks out into song. Nok-Nok's song of glory gives Grazzle the chance he needs to break the creatures control. Check to Defeat - Wisdom 8: 2d10 ⇒ (9, 7) = 16 (Wisdom die + Nok-Nok's Blessing of the Quartermaster). Success! The Lizard Gods are not so easily tempted. Grazzle's mind is clear, and Grazzle sends the creature running with a burst of divine power.

Discarding Blessing of Pharasma to explore. Channeling divinity to move forward, Grazzle feels a cold chill run through Grazzle. Turning quickly, Grazzle sees a Spectre rise where the siren once stood. We are being tested! Conjuring a Pyrotechnic Blast, Grazzle throws fire at the undead. Check to Defeat - Combat 11: 1d8 + 2d4 + 4 ⇒ (5) + (4, 3) + 4 = 16 (Charisma die + Pyrotechnic Blast + Divine skill). Success! The spell automatically recharges due to Grazzle's power. Grazzle's fire dispatches the incorporeal menace with ease; Lamashtu may be testing Grazzle, but Grazzle is up to the challenge.

Grazzle stows Grazzle's silk coat and walking stick in Grazzle's packs, and takes a moment to pray. Glory to the Lizard Gods. Glory to Lamashtu.

Grazzle wrote:

Hand: Crocodile Skin Armor, Find Traps, Locate Object, Viper Strike, Blessing of the Spellbound #3, Pyrotechnic Blast,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Blessing available as needed. Find Traps up for any barrier.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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


Nok-Nok's Deckhandler | Party

Off turn, recharging Blessing of the Quartermaster for Grazzle.

Blessing Discard is BotG

Nok-Nok continues to walk towards the alter and again feels the golden light of Lamashtu's favor wash across him. This time it beats across him and he tries to stand strong and proud under her favor.

Taking the two mental damage by recharging Kusarigama and Burglar's Buckler.

Blessing of Gorum - CtA: Str 4: 1d8 + 1 ⇒ (1) + 1 = 2

Unfortunately, something seems amiss and he trips a bit on the cultist he just disposed of.

With a bit of a mental shrug, he asks Lamashtu to guide him and continues to stride forward.

Discarding Blessing of the Gods to explore.

And suddenly out of the corner of his eye he spots a sneak just pulling away from him as if making off with a new acquisition.

Can't make the Wisdom/Perception 8 check with my best score of Wis 4. Discarding Rochin.

Nok-Nok goes to pull out his Rochin and realizes filthy Sneak has taken it. Nok-Nok wades in with just his fists, praying he has found Lamashtu's favor and his fists will strike true. At the last moment he hears Grazzle call out to go for the throat!

Going to need a bit of help on this one, spending Grazzle's Blessing of the Spellbound.

Sneak - CtD: Combat 10: 2d8 + 1 + 3 ⇒ (5, 4) + 1 + 3 = 13

Trusting in Grazzle's sight, Nok-Nok adjusts and aims right at the throat of the Sneak, sliding just past his guard and crushing his windpipe, dropping him.

Nok-Nok takes a moment to search for his missing Rochin on the corpse and rearm himself for the continuing trail for Lamashtu's favor.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Blessing of Shelyn, Fencer, Quartermaster, Blessing of the Quartermaster 2,

Displayed:
Deck: 10 Discard: 5 Buried: 2
Notes: Blessing available if needed. Quartermaster is best used on non-combat.
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.

Encountered cards 4 and 5 at shrine. Used Grazzle's Blessing of the Spellbound.


Having accomplished their individual tasks, The Red Raven regroups with his party at the Shrine of Lamashtu. He is not certain he is comfortable with how "into" this shrine his compatriots seem to be, but there are more pressing matters at hand.

No sooner does he thing so, then a portion of the ceiling collapses above him!

Collapsed Ceiling CtD Acro 9: 3d10 + 5 ⇒ (6, 2, 4) + 5 = 17

The Raven flashes back to five seconds earlier; but no, this is the present, and he has seen five seconds into the future.

Thank you, Grazzle.

Using the foreknowledge granted by Grazzle's ability to Find Traps, The Red Raven is able to not only avoid the debris, but parkour PARKOUR! his way to a nearby stone column and knock it into the path of the falling debris, causing it to divert from landing in front of the entryway and causing trouble for anyone trying to pass.

The Raven is about to proceed, when a too-familiar voice in his head holds him back. "Ah-ah-ah. Take care, little bird..." the melodic voice of the Psychic Detective warns. "Ahead lies a Blessing from the Gods, but in this house, those can take their toll..."

The Raven bites back a quippy retort when he remembers he is in the Shrine of Lamashtu. Not exactly the Blessing he'd wish for. Playing out the scenario in his mind, he drops his cowl and stows his crimson cloak. He moves forward, accepting Lamashtu's blessing, and the pain that comes with it, in hopes of paying it forward to his allies as part of the end game.

Swapping back to Aric at examine to get bigger hand size, acquiring BotG for free, taking two damage, and resetting my hand. Only one card left!

Aric wrote:

Hand: Sword Cane, Blessing of the Gods NEW, Gambeson, Masque, Dredge, Captain's Cutlass +1,

Displayed: Clockwork Spy,
Deck: 8 Discard: 7 Buried: 2
Notes:
Cards in Kit: Wooden Shield, Rapier, Mask of the Red Raven,

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 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3 [+4]

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire as damage ([_] or for its power), you may recharge it instead.
[_] When you acquire a boon, you may examine the top card of your location deck.
<Power 4>
<Power 5>


During This Adventure:

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

When Mistress Etainia would be cornered, banish her instead, then summon and build the location Shrine to Lamashtu and shuffle the villain Spawn of Lamashtu into it.
To win the scenario, corner Spawn of Lamashtu.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 18, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Spoiler:
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.

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

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

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.

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

Spoiler:
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.

Spoiler:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Spoiler:
Monster in the Closet
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
Wisdom~Perception 9
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Spoiler:
Secret Stash
Barrier C
Traits:
Cache
Elite
To Defeat:
Wisdom~Perception 9
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.~If undefeated, you may banish this barrier.

Weapons
Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Spoiler:
Longbow +1
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Spoiler:
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 die + 1d6; you may additionally discard this card to add another 1d6+1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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.~Iif you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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.

Armors
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:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

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

Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.~Reveal this card to reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Items
Spoiler:
Potion of Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Potion of Vision
Item C
Traits:
Basic To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

Allies
Spoiler:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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

Spoiler:
Burglar
Ally C
Traits:
Basic
Human To Acquire:
Dexterity~Stealth 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.~If you do not acquire this card, discard 1 weapon or item.

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

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 a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to to add 2 dice to a check if a spell was played during that 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.

Goblin Fortress
Closed
At This Location:
M: 0 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Goblin Fortress Card 1:
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.

Treacherous Cave
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warrens
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

Deeper Dungeons
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

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, Nok-Nok/rhynndavrie, None

Shrine to Lamashtu Card 1:
Spawn of Lamashtu
Villain 1
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 10
THEN Combat 12
Before you act, each character must succeed at a Wisdom 7 check or recharge his hand then draw the same number of cards.~After the encounter, each character is dealt 2 Mental damage that may not be reduced for each blessing she played.


Party | Oracle - Tier 1.3

Grazzle, flanked by Grazzle's allies the power of three, charges into the final chamber of the Shrine of Lamashtu to be confronted with the visceral horror that is the Spawn of Lamashtu. Grazzle's allies pray to bolster their wills; Nok-Nok puts the Blessing of Sheylin on Grazzle. Before You Act - Wisdom 7: 3d10 ⇒ (1, 10, 6) = 17 (Wisdom die + Blessing of Sheylin). Success! The spawn's visage does not rattle Grazzle; hopefully his allies can do the same.

Behind Grazzle, Nok-Nok draws his blade and charges forth...


Nok-Nok's Deckhandler | Party

Recharging Blessing of the Quartermaster for Nok-Nok's check, discarding Blessing of Shelyn for Grazzle. Nok-Nok is +3 to checks against monsters due to 2 barriers at location.

BYA Wis 7: 2d4 + 3 ⇒ (2, 4) + 3 = 9

Nok-Nok hears the call of glory and with a fierce battle cry he recognizes this horror as the final challenge Lamashtu has set for him. He wades in with his Galvanic Chakrim, whipping it across the room, bouncing off a couple of walls to dig deep into the abomination and lodge firmly in its chest.

Discarding Chakrim for extra 1d6 of damage. Chakrim has the knife trait, so adding 1d4 as well. Still +3 to checks against monsters.

Spawn of Lamashtu - CtD: Combat 10: 2d8 + 1 + 3 + 1d6 + 1d4 ⇒ (4, 7) + 1 + 3 + (3) + (3) = 21

The horror cries out in pain but doesn't quite drop yet.


Party | Oracle - Tier 1.3

As Nok-Nok leaps at the Spawn of Lamashtu, slashing at the creature, Grazzle summons a burst of fire in a Pyrotechnic Blast. Bolstered by a blessing from Damiel, Grazzle's ally, Grazzle throws the blazing hot flame directly at the creature. Check to Defeat - Combat 12: 2d10 + 2d4 + 4 ⇒ (2, 1) + (1, 2) + 4 = 10 (Charisma die + Damiel's Blessing + Pyrotechnic Blast + Divine skill). Failed; using a re-roll on the d10 that came up a 1: 1d10 ⇒ 9. Success!

The spawn is consumed by Grazzle's flame, the blood spilling from Nok-Nok cuts boiling away in a divine blaze. The Spawn of Lamashtu is dead, and Grazzle and Grazzle's allies and the Lizard Gods are triumphant once more.


Development
The headaches you have will not be leaving your brains anytime soon, you expect. Mistress Etainia's dark waters did not seem to cause you any mutations, but the visions you saw were painful and horrific.

On the goblin's side, the pain was much more serious. You have wiped out the Mosswood tribe before their noxious plague could spread. And Mistress Etainia and her ticket to power fell before too much damage was done, stopping Lamashtu from gaining a further toehold on this plane.

Unfortunately, there are some bottles of the dark waters missing. Someone else has them. you think you know who.

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.

Acquired Cards
Ilsoari Gandethus (Ally 1)
Crow (Ally C)
Archer (Ally B)

Half-Plate (Armor B)

Blessing of Erastil (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing C)
Blessing of the Gods (Blessing B)

Staff of Minor Healing (Item 1)
Blast Stone (Item B)
Token of Remembrance (Item B)
Bracers of Protection (Item B)


2-1F: Good with Ketchup

You have rid the lands of the Mosswood goblin tribe and their strange mutations. Their master, the priestess of Lamashtu known as Mistress Etainia, attempted to bring her dark goddess’s spawn into the world, but you put a swift end to that. There will be no demonspawn roaming the Sandpoint countryside tonight.

Speaking of Sandpoint, you have a score to settle with one of its most august citizens, Councilman Thelsikar. The councilman sent you into a trap at the town’s Junk Beach, one that nearly got you killed. All indications are that he is a servant of Lamashtu as well.

And he is not at home. After word got back to town that you had defeated the goblin tribe, he beat feet into the woods. You have tracked him to a cave that seems to lead deep into the hillside.

You prepare to head inside to end the cult’s reign, when you hear a terrifying flapping sound from overhead. Circling on the wing is a black dragon, but that does not look like the Black Fang you fought before. It is much, much bigger.

You pull out a spyglass and target the dragon. If your eyes are not mistaken, it has the same blue and purple nodules around its eyes and mouth that the Mosswoods had. Doubtlessly, the dark waters have mutated the dragon to be more unstable and much bulkier.

You had better get inside and find Thelsikar. With luck, the dragon has no way to get in the cave. That said, luck has not been on your side as of late.

Villain: None
Henchmen: None
During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.

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 ?: 0
Located/Displayed Here: None

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

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

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 ?: 0
Located/Displayed Here: None

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 ?: 0
Located/Displayed Here: None


Aric strolls happily into the Catacombs of Wrath until he disappointedly notices there ar on friends to be made here. Then, looking around and seeing there are no potential Allies ANYWHERE, he decides to stay and sitck it out.

Aric wrote:

Hand: Compass, Blessing of the Spy 1, Quick-Change Mask, Psychic Detective, Red Leathers, Capitan's Cutlass +1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Cards in Kit: Rapier , Blessing of the Spy 2, Clockwork Spy,

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 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3 [+4]

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire as damage ([_] or for its power), you may recharge it instead.
[_] When you acquire a boon, you may examine the top card of your location deck.
<Power 4>
<Power 5>


Nok-Nok's Deckhandler | Party

Nok-Nok thinks sticking near/behind longshank friends is good plan when dragon around, at least for now. Much easier to hide when he is the shortest, so he will join Aric at Catacombs of Wrath.

Nok-Nok wrote:

Hand: Fencer, Blessing of the Gobs 1, Dogslicer, Quartermaster, Blessing of the Quartermaster 3,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: blessings available, use BoQ on non-combat if possible
Sideboard cards:

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

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

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


Party | Oracle - Tier 1.3

Grazzle Sees wisdom in staying together for now, so Grazzle joins Aric and Nok-Nok at the Catacombs of Wrath.

Grazzle wrote:

Hand: Spellbook, Blessing of Abraxas, Crocodile Skin Armor, Locate Object, Tussah Silk Coat, Life Drain,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing is double dice on Arcane/Divine, use at will; one die otherwise, ask.
Sideboard cards:

Skills and Powers:
SKILLS

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

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


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 1, Nok-Nok/rhynndavrie

Random Cards:

Monsters
Spoiler:
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.

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

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

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

Barriers
Spoiler:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

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

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

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

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

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

Spoiler:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity~Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.~If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Spoiler:
Light Crossbow
Weapon C
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Spoiler:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength~Melee 5
For your combat check, reveal this card to roll your Strength or Melee die + 1d8.~If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Flaming Mace +1
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength~Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

Spells
Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Sanctuary
Spell B
Traits:
Basic
Divine
Magic
Mental To Acquire:
Wisdom~Divine 6
Discard this card to choose a character at your location to evade a monster; put that monster on top of the location deck.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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.~Iif you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Aid
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 1d6 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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 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.

Items
Spoiler:
Potion of Glibness
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

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:
Potion of Vision
Item C
Traits:
Basic To Acquire:
Intelligence~Craft 4
Banish this card and chose a character at your location to succeed at a Perception check.

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.

Spoiler:
Amulet of Mighty Fists
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 4
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Allies
Spoiler:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.~Discard this card to explore your location.

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 with the Magic trait.

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

Spoiler:
Mayor Kendra Deverin
Ally B
Traits:
Human
Mayor To Acquire:
Charisma~Diplomacy 10
Banish this card to examine your location deck and then shuffle it.

Spoiler:
Dog
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d10 to your Perception Check.~Discard this card to explore your location.

Blessings
Spoiler:
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:
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:
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 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 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.

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: 30

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 Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of 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 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 /
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of 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 Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Desna
Blessing C
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 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 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 26 /
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 27 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of 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 29 /
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 30 /
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.

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 ?: 0
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, Nok-Nok/rhynndavrie, None

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

Catacombs of Wrath Card 2:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity~Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.

Catacombs of Wrath 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.

Catacombs of Wrath Card 4:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

Catacombs of Wrath Card 5:
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 6:
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, you move to a random location.

Catacombs of Wrath Card 7:
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.

Catacombs of Wrath Card 8:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Catacombs of Wrath 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Desecrated Vault Card 1:
Masterwork Tools
Item C
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.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Desecrated Vault Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Desecrated Vault Card 5:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Desecrated Vault Card 6:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Desecrated Vault Card 7:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Desecrated Vault Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Desecrated Vault Card 9:
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.

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

Woods Card 1:
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.

Woods Card 2:
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.

Woods Card 3:
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

Woods Card 4:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Woods Card 5:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

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

Woods Card 7:
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.

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

Woods Card 9:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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 ?: 0
Located/Displayed Here: None

Shrine to Lamashtu 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.

Shrine to Lamashtu Card 2:
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 3:
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.

Shrine to Lamashtu Card 4:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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.

Shrine to Lamashtu Card 6:
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.

Shrine to Lamashtu Card 7:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Shrine to Lamashtu Card 8:
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.

Shrine to Lamashtu 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.

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 ?: 0
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 2:
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.

Thassilonian Dungeon Card 3:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Thassilonian Dungeon Card 7:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Find Traps
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.


Nok-Nok's Deckhandler | Party

Reluctantly Nok-Nok offers to scout ahead. Large dragon here? No, just lots of rocks. How about this stinky tunnel, Nope, no dragon, but big there is big Ogre!

Quickly Nok-Nok pulls out his dogslicer, dodges under the Ogre's swing, and targets the hamstrings. If he doesn't bring ogre down quick, Nok-Nok be pudding, he prays for divine guidance as he slams his dogslicer into the ogre's leg.

1 barrier, so +2 to combat, reveal dogslicer, finesse weapon so 1d4. Not feeling good about that discarding Blessing of the Gobs and Dogslicer for extra dice.

Ogre - CtD: Combat 14: 2d8 + 1 + 2 + 2d6 + 1d4 ⇒ (2, 3) + 1 + 2 + (2, 1) + (1) = 12

Dogslicer counts d6 1s as 3, 12+2=14

Nok-Nok's Dogslicer wedges deep into Ogre's hamstring, but is stuck. Nok-Nok dances to the side quickly to try and pull it free and manages to just jerk it loose as the Ogre tips off balance and crashes towards the ground. At the very last moment Nok-Nok wedges the blade in the stones as the Ogre crashes down impaling itself.

Unable to roll the Ogre off his dogslicer, Nok-Nok resigns himself to forging ahead weaponless. But longshank stabby sword guy has trained him well to fight unarmed, so he forges ahead confident in his ability.

Discarding Fencer to explore, adding 1d4 and the finesse and swashbuckling to combat checks.

Nok-Nok continues down the hall when a blade slashes down from the ceiling, stopping as it hits his body.

Recharging Blessing of Quartermaster for disable check, +2 to CtD Barriers due to 1 barrier in location.

Slashing Blade - CtD Disable 9: 2d10 + 2 ⇒ (7, 3) + 2 = 12

With a clang the blade snaps off and falls to the floor as the arm breaks at a rusted point. More bruised than cut, Nok-Nok checks himself over.

Nok-Nok is invincible! Shaken, but invincible. He slowly collects himself before continuing to explore the location further.

Nok-Nok wrote:

Hand: Compass, Blessing of the Quartermaster 2, Blessing of Lamashtu, Quartermaster, Boots of Friendly Terrain,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: blessings available, use BoQ on non-combat if possible
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.


Seeing no advantage to nobility in this place, Aric cowers in the dark, and the Crimson Crusader steps in...

just before he is leapt upon by a ravenous Werewolf!

Werewolf CtD Combat 13: 1d10 + 4 + 1d6 + 1 ⇒ (5) + 4 + (1) + 1 = 11

Luck is with The Raven as the moon passes behind a cloud just before the lycanthrope strikes, dampening its power. The Red Raven blocks its strike with the full of his blade. The edge biting into the creature as it presses forward, but its claws start to sink into the Raven's chest on either side of the blade...

...or they would, if the piercing claws weren't denied their prize by the Crimson Crusader's Red Leathers burying it for +2 after the roll (1+AD#). The armor is rented harshly by the attack, but it keeps the Raven from harm, and the werewolf has pushed his attack too fiercely, sustaining damage against The Raven's Captain's Cutlass. It turns and flees into the night.

"No rest for the weary, Red Robin. Sword up, now!"

The warning from The Raven's Psychic Detective comes just in time, as it seems the sounds of fighting has attracted the attention of a Hill Giant.

Hill Giant CtD Combat 15: 1d10 + 4 + 1d6 + 1 + 1d8 ⇒ (10) + 4 + (6) + 1 + (8) = 29

With the advance warning, The Red Raven dive rolls through the giant's legs, hamstringing has he goes. The giant collapses to his knees and grasping at his thighs.

Still a threat, but only if you get to close. Hmh.

Holy s*!*, ghetto crit!

Having exhausted himself in two successive fights, The Raven pauses to recover and draw additional weapons to bear.

The Red Raven wrote:

Hand: Compass, Blessing of the Spy 1, Quick-Change Mask, Mask of the Red Raven,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes:
Cards in Kit: Rapier , Blessing of the Spy 2, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 3, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Spoiler:
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.

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:
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.

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

Spoiler:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.

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

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

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

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

Spoiler:
Dagger
Weapon C
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

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

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

Spells
Spoiler:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Aid
Spell C
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 this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Armors
Spoiler:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
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.

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

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

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

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

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:
Crow
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.~Discard this card to explore your location.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution~Fortitude 4
OR Charisma~Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.~Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Shalelu Andosana
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom~Perception 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.~Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Spoiler:
Dog
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d10 to your Perception Check.~Discard this card to explore your location.

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

Blessings Remaining: 28

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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 /
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of 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 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 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 10 /
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 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 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 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of 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 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 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 Desna
Blessing C
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 22 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of Gorum
Blessing 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 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 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 27 /
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 28 /
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.

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: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, Nok-Nok/rhynndavrie, None

Catacombs of Wrath Card 1:
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 2:
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, you move to a random location.

Catacombs of Wrath Card 3:
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.

Catacombs of Wrath Card 4:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Catacombs of Wrath 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Desecrated Vault Card 1:
Masterwork Tools
Item C
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.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Desecrated Vault Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Desecrated Vault Card 5:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Desecrated Vault Card 6:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Desecrated Vault Card 7:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Desecrated Vault Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Desecrated Vault Card 9:
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.

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

Woods Card 1:
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.

Woods Card 2:
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.

Woods Card 3:
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

Woods Card 4:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Woods Card 5:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

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

Woods Card 7:
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.

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

Woods Card 9:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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 ?: 0
Located/Displayed Here: None

Shrine to Lamashtu 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.

Shrine to Lamashtu Card 2:
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 3:
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.

Shrine to Lamashtu Card 4:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
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.

Shrine to Lamashtu Card 6:
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.

Shrine to Lamashtu Card 7:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Shrine to Lamashtu Card 8:
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.

Shrine to Lamashtu 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.

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 ?: 0
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 2:
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.

Thassilonian Dungeon Card 3:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Thassilonian Dungeon Card 7:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Find Traps
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.


Party | Oracle - Tier 1.3

Grazzle walks past Grazzle's allies, touching each of them with some healing energy the Lizard Gods provide. At start of turn, discard two (2) cards from top of deck to allow allies to heal a collective total of four (4) cards.

As Grazzle moves deeper into the Catacombs of Wrath, Grazzle Sees into the future. Grazzle opens a hidden compartment in a wall to find a Spyglass, and instrument to help others see that cannot See. Check to Acquire - Wisdom 4: 1d10 ⇒ 7. Success!

Grazzle oracle of the Lizard Gods channels Grazzle's power through the Spyglass, discarding it to examine the top two cards. Down one path, a Spectre, in terrible pain, awaits a release from this world; down the other, a jeweled Dagger +1 is hidden in a sarcophagus.

Grazzle nods, and heads down the path towards the tortured spirit. Discarding Blessing of Abraxas to explore, Grazzle tracks the spirit lost, trapped, alone, PAIN through the catacombs until Grazzle locates it. The Spectre wails as Grazzle channels divinity, seeking to Life Drain the spirit's connection to the world. Check to Defeat - Combat 11: 1d8 + 2d4 + 4 ⇒ (6) + (3, 2) + 4 = 15 (Charisma die + Life Drain + Divine skill). Success! Grazzle severs the connection chain keeping the Spectre bound here, releasing it from its torment. Life Drain heals one (1) random card, then shuffles into the deck due to Grazzle's power.

Grazzle rests, studying Grazzle's Spellbook, discarding it to recharge Find Traps from his discard pile.

Grazzle wrote:

Hand: Crocodile Skin Armor, Locate Object, Tussah Silk Coat, Cure 2, Walking Stick, Life Drain,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: No help here, but I'm good re: dragon's acid damage. I can stay with you guys.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Aric/Nok-Nok can heal four (4) between them. Cards #1 and #2 are gone from the Catacombs of Wrath (acquired and banished, respectively.) Top card is Dagger +1 (known).


Nok-Nok's Deckhandler | Party

Out of turn, Nok-Nok receives healing for 2, taking back Blessing of the Gobs and Fencer.

Turn begins under Blessing of Desna

Nok-Nok hears lizard longshank friend mention dagger loot and gleefully hurries over to the sarcophagus. With a quick push he opens the lid, coughing a bit as the dust rises from within.

6 monsters in this location, so Nok-Nok is +6 to acquire weapons and items here.

With a huge smile Nok-Nok withdraws the dagger from within and gives it a flourish. Balance and heft are good for slicing he peers around looking for danger, he pulls out his trusty compass and gives it a solid shake before heading to the left.

Discarding compass for explore.

Nok-Nok suddenly perks up as he hears the sound of tasty bacon on the hoof, unfortunately he has brought a knife to what most people would use a spear for.

BYA - Wis 7: 1d4 + 2 ⇒ (2) + 2 = 4

Tickwood Boar - CtD 10: 1d8 + 2 + 1d4 + 1 + 1d4 ⇒ (4) + 2 + (3) + 1 + (2) = 12

It takes some fancy footwork to take the boar out with the new dagger, but Nok-Nok is up to the challenge.

He sets to work carving up the bacon for supper later.

Not seeing any reason to push further, that will guarantee us the close attempt.

Nok-Nok wrote:

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

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: blessings available, use BoQ on non-combat if possible
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.


The Red Raven heals both cards from his discard pile, thanks to the sssoothing lizard ssssong of Grazzle.

Turn begins under Blessing of the Gods

The Red Raven is still, eyes closed, head cocked to one side. Listening. Only one obstacle remains to summon the keeper of this den, and if he is lucky, it will come to him.

And I feel lucky. Punk.

His keen senses and examining the top card at the end of his move step, tell The Raven exactly who he is facing, and where. Stowing his Compass, he reaches his hand back for the hilt of his Rapier swapping cards from kit when he examines a location, and stands still. Ready.

Patience.

At last, the Goblin Pyro loses his and springs from his ill-concealed hidey hole.

Goblin Pyro CtD Combat 8: 1d10 + 4 + 2d4 ⇒ (8) + 4 + (1, 1) = 14
The Raven never draws his blade, but holds it firm as he turns his back full on to the goblin, and its springing leap lands it squarely on the point of his rapier, still in its frog. The Raven leans back, and the goblin slides off his blade to the ground. Without concern, he casually slaps out the bit of his cowl that caught fire from the monster's flaming brand as after the encounter, the Goblin Pyro deals 1 Fire damage to you.

This battle done, The Raven's senses tell him there are no more minions guarding this den, and its master will be forced to face him. Sure enough, the growls of a Wrathful Sinspawn precede its entry from a side cavern.

Wrathful Sinspawn BYA Wis 6: 1d6 ⇒ 4

Its piercing wail strains the Crusader's senses, making his checks 1 harder for the turn, but he pushes through and lunges at the creature.

Wrathful Sinspawn CtD Combat 10: 1d10 + 4 + 2d4 ⇒ (10) + 4 + (2, 4) = 20

His steely instrument of justice pierces what passes for a heart, and the monster's wailing ceases. This den of evil has been cleansed. The Raven pulls off the damaged cowl to replace it with another, only to find the damage was not so bad, and in fact, the moderate burn marks are even more intimidating. Stashing it back in his pack shuffling an item from discard pile into deck on closing, The Red Raven is content with his work for this hour.

Upkeep: Catacombs of Wrath are closed. Is closed? Are closed. Done.

The Red Raven wrote:

Hand: Blessing of the Spy 1, Quick-Change Mask, Blessing of Bastet, Rapier ,

Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes: Blessing of dice rerolling (one or all), if needed.
Cards in Kit: Compass, Blessing of the Spy 2, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


Party | Oracle - Tier 1.3

Grazzle is congratulating Grazzle's allies on securing the Catacombs of Wrath, when the cry of a dragon Beware! breaks the mood. Black Fang roars as it strafes the location, acidic breath raining down on Grazzle, Nok-Nok, and The Red Raven. Black Fang's Strafe - Constitution 7: 1d8 ⇒ 4. Failed. Grazzle takes 1d4 - 1 ⇒ (2) - 1 = 1 Acid damage. Grazzle's Crocodile Skin Armor recharges to absorb the damage.

Grazzle then moves quickly to the nearby Shrine of Lamashtu She is fickle, hoping to find shelter from further dragon attacks. Inside the shrine, Grazzle discovers that several other priests from other gods have taken shelter. The young human just inside attempts to give Grazzle the Blessing of Shelyn, but Lamashtu makes her displeasure known Anger! Rage!, striking Grazzle for 2 points of Mental damage. Check to Acquire - Divine 5: 1d8 + 4 ⇒ (1) + 4 = 5 (Charisma die + Divine skill). Success! In spite of Lamashtu's displeasure, Grazzle accepts the blessing.

Before moving on, Grazzle casts a Cure upon himself, recovering 1d4 + 1 ⇒ (4) + 1 = 5 cards. The spell automatically shuffles into Grazzle's deck due to Grazzle's power. Glory to the Lizard Gods!

Grazzle uses Grazzle's new Blessing of Shelyn to push forward into the temple, where Grazzle is again struck with Lamashtu's rage as he's offered a Blessing of the Gods from another cowering pinkskin priest. Grazzle endures the pain, taking 2 Mental damage, but taking the blessing from the human.

Clearly, Lamashtu is angry that her temple is being used as a sanctuary. Grazzle takes a moment to pray to the Lizard Gods, and to Lamashtu, to pay Grazzle's respects.

Grazzle wrote:

Hand: Blessing of the Gods, Spyglass, Find Traps, Blessing of Abraxas, Pyrotehnic Blast, Tussah Silk Coat,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Blessing of Abraxis is 2 dice for Arcane/Divine; BotG available if it's a good copy. Find Traps up for a difficult barrier.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Nok-Nok and Arik need to make Con/Fort 7 checks or take 1d4-1 Acid from the Dragon. Cards #1-2 at Shrine of Lamashtu are acquired.


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 7, Nok-Nok/rhynndavrie

Random Cards:

Monsters
Spoiler:
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.

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.

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:
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:
Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

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:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.

Spoiler:
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.

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

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.

Weapons
Spoiler:
Dagger
Weapon C
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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

Spoiler:
Light Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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.

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

Spoiler:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Armors
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:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapon with the 2-Handed trait on this check, you may not play this card.~If you are proficient with light armors, you may recharge this card when you reset your hand.

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 Glibness
Item C
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Spoiler:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Spoiler:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Spoiler:
BirdCruncher Crown
Item P
Traits:
Accessory
Magic To Acquire:
Charisma~Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.~When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

Spoiler:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Allies
Spoiler:
Dog
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d10 to your Perception Check.~Discard this card to explore your location.

Spoiler:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

Spoiler:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Perception 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Perception check.~Discard this card to explore your location.

Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

Spoiler:
Crow
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom~Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.~Discard this card to explore your location.

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

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: 25

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 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 5 /
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang
Spoiler:
Blessings Deck Card 6 /
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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of 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 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 B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 Desna
Blessing C
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Gorum
Blessing 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 22 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of 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 25 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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, Nok-Nok/rhynndavrie, None

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Desecrated Vault Card 1:
Masterwork Tools
Item C
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.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Desecrated Vault Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Desecrated Vault Card 5:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Desecrated Vault Card 6:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Desecrated Vault Card 7:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Desecrated Vault Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Desecrated Vault Card 9:
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.

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

Woods Card 1:
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.

Woods Card 2:
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.

Woods Card 3:
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

Woods Card 4:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom~Divine 8
Discard this card to evade a bane with the Undead trait.~Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.~Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Woods Card 5:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom~Divine 8
The Ghost is immune to the Mental and Poison traits.~If your check to defeat does not have the Magic trait, the Ghost is undefeated.

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

Woods Card 7:
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.

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

Woods Card 9:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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: 1 ?: 0
Located/Displayed Here: Grazzle/MidnightLich, None

Shrine to Lamashtu Card 1:
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.

Shrine to Lamashtu Card 2:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest of the turn.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

Shrine to Lamashtu Card 4:
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.

Shrine to Lamashtu Card 5:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Shrine to Lamashtu 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.

Shrine to Lamashtu Card 7:
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.

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 ?: 0
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 2:
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.

Thassilonian Dungeon Card 3:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Thassilonian Dungeon Card 7:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.~Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Find Traps
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence~Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Force trait.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 6 check to recharge this card instead of discarding it.


Nok-Nok's Deckhandler | Party

On Grazzle's turn, recharging Blessing of Quartermaster for Red Raven.

Black Fang Acid - Fort 7: 1d10 + 2 ⇒ (4) + 2 = 6

Acid Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Recharging up to 2 of my damage instead of discarding, will recharge Boots of Friendly Terrain and Quartermaster.

Hearing the beating of the wings as Black Fang approaches, Nok-Nok cries out to Red Raven to duck and then tries to dive behind some rocks for cover. Unfortunately he is too slow and the acid breath hits his boots. He quickly pulls them off and hopes longshank quartermaster friend will be able to give some time to salvaging them.

------

Seeing lizard longshank friend Grazzle head to Shrine to Bestest God, Nok-Nok happily follows behind.

Unfortunately he doesn't feel the searing hand of Lamashtu great his presence, just stupid skulky sneak who picks his pocket before he sees him.

2 barriers, so +3 to checks against monsters/barriers at Shrine. But that is still not enough for me to beat sneaks BYA check, discarding Blessing of Lamashtu.

Feeling as if Lamashtu has deserted him, Nok-Nok strikes out at the sneak he sees quickly walking away, as he feels certain that sneak has taken something that should have been Nok-Noks.

Sneak - CtD: Combat 10: 1d8 + 3 + 1d4 + 1 + 1d4 ⇒ (6) + 3 + (4) + 1 + (4) = 18

Nok-Nok takes the thief down, but still feels out of sorts despite being in holiest of places.

Nok-Nok wrote:

Hand: Dagger +1, Xoff, Emerald of Dexterity, Burglar's Buckler, Blessing of the Gobs 1,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: blessings available
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.


Dragon's Breath Con 7: 2d6 ⇒ (6, 4) = 10


Turn under the Blessing of the Gods...

The Red Raven wrote:

Hand: Blessing of the Spy 1, Quick-Change Mask, Blessing of Bastet, Rapier ,

Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes: Blessing of dice rerolling (one or all), if needed.
Cards in Kit: Compass, Blessing of the Spy 2, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>

The Red Raven springs to the Shrine of Lamashtu and spies a mundane scroll ahead.

Mirror Image CtA 6: 1d6 ⇒ 3 While not interested in it himself, The Raven recognizes is value to others abs snatches it up.

Hoping the /Blessing of Bastet will be with him, The Red Raven moves into the next chamber to find... a Skeleton Horde!

Ancient Skeleton CtD 11 (piercing): 1d10 + 3 + 2d4 ⇒ (7) + 3 + (2, 4) = 16

It is tricky to poke a skeleton with a Rapier, but The Red Raven did not become a vigilante of justice because he was afraid of tricky. Taking careful aim, he pokes his blade through its ribs and pierces the spinal column, and the animated creature returns to a pile of bones.

The Blessing of the Spy is to be prepared for what comes next, no matter what. He training proves advantageous yet again, as he uses his acrobatic expertise to pick his way through a part of the corridor where the ceiling has collapsed.

Collapsed Ceiling CtD 8+1=9: 2d10 + 3 ⇒ (9, 10) + 3 = 22

The Red Raven not only successfully finds his way through the rubble without causing a landslide or other collapse, but he also takes time to mark his steps as he goes with a dab of yellow warpaint so his allies can easily follow his tracks safely through.

Once across, The Red Raven pauses to wait for his companions to come across successfully.

The Red Raven wrote:

Hand: Psychic Detective, Quick-Change Mask, Rapier , Mirror Image,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes:
Cards in Kit: Compass, Blessing of the Spy 2, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


Party | Oracle - Tier 1.3

Before Grazzle's turn, an Ancient Skeleton animates in the temple, forcing Grazzle to fight! Grazzle summons power Fire from the Lizard Gods and unleashes a Pyrotechnic Blast. Check to Defeat - Combat 8: 1d8 + 2d4 + 4 ⇒ (1) + (1, 3) + 4 = 9 (Charisma die + Pyrotechnic Blast + Divine skill). Success! The spell auto recharges and shuffles back into Grazzle's deck due to Grazzle's power. The Lizard Gods' fire, channeled through Grazzle, severs the perverse magic keeping the undead together, and the bones rattle to the ground.

At the start of Grazzle's turn agent of the Lizard Gods, Grazzle sends healing energy to his allies, discarding the top two (2) cards of his deck to allow his allies to heal a total of four (4) cards combined. Following the trail in yellow left by The Red Raven, Grazzle moves over rubble of the temple and to a branching path. Grazzle uses his Sight, amplified by the Spyglas, to See the future. Down one path, Grazzle sees a Zombie, no doubt animated with the same energy that brought the horde of skeletons to life. In another room, a cowering human priest preaches the Blessing of Irori. Grazzle knows She will be furious at both either path will lead to trouble, but chooses to roust the priest in the hopes Lamashtu will be placated. Put the Blessing on top, followed by the Zombie.

Lamashtu makes her unhappiness known to Grazzle again, dealing 2 points of Mental damage as Grazzle interrupts the priest's session. Grazzle Sees The pinkskins are cowering the fear among the people here, so Grazzle speaks less harshly, though still firmly. Check to Acquire - Divine 5: 1d8 + 4 ⇒ (6) + 4 = 10. Success! The humans scatter, and the priest hands over a small trinket representing the Blessing of Irori. Grazzle pockets it, then takes a moment to rest.

Grazzle wrote:

Hand: Tussah Silk Coat, Find Traps, Blessing of the Gods, Cure 2, Walking Stick, Blessing of the Spellbound 1,

Displayed:
Deck: 6 Discard: 9 Buried: 0
Notes: Spellbound is free on Arcane/Divine; BotG available if it's a good copy.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Card #6 is acquired; Card #5 is on top, and is known to be a Zombie. TRR and Nok-Nok can heal a combined four (4).


Nok-Nok's Deckhandler | Party

Nok-Nok feels necrotic energies flow through the temple and recalls a teaching of Xoff. He quickly looks around and sees the oncoming skeleton horde. With a little misdirection he manages to lead the Skeleton out of the Shrine and the magic animating it dissipates over distance and the skeleton collapses into a pile of bones.

Recharging Xoff to evade the encounter.

Out of turn, Nok-Nok feels the restorative energy from Grazzle and feels more invigorated.

Healing Blessing of Lamashtu and Compass.

-------
Nok-Nok feels the blessing of the gods shining on his endeavors.

With a look around, Nok-Nok realizes he had to lead the Skeleton a ways away from the Shrine, and finds with a start that he has moved into the nearby Woods, and has lost his way.

Looks like the Shrine is in pretty good shape for Grazzle to probably close when Fang shows up, going to move over to the Woods.

As he wanders by a tree out of the corner of his eye he is shocked to see a Shadow slowly move towards him.

With a cry, Nok-Nok thrusts his Dagger out to try and ward the unnatural shadow back.

There are 2 barriers, so +3 against monsters/barriers at this location. Recharging Dagger +1 for extra die, adding additional 1d4 for finesse trait.

Shadow - CtD: Combat 13: 1d8 + 3 + 2d4 + 1 + 1d4 ⇒ (6) + 3 + (3, 4) + 1 + (2) = 19

Nok-Nok frowns in puzzlement as the dagger sinks deep into the shadow, which shrieks in pain before popping out of existence. Unfortunately the dagger is worse for wear, the blade appears to have lost it's edge. Nok-Nok picks it up and takes a moment to stash it in his pack.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Quartermaster, Emerald of Dexterity, Burglar's Buckler, Blessing of the Gobs 1,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: blessings available
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.


Under the Blessing of Calistria...

Following Nok-Nok to the Woods, The Red Raven enters a clearing and sees coming YET ANOTHER horde of Skeletons. He pauses to swap his new spell into the Kit in exchange for his Espionage Quick-Ref guide of Blessing of the Spy, then charges in!

Ancient Skeleton CtD 8+3 (piercing) =11: 1d10 + 3 + 2d4 ⇒ (4) + 3 + (4, 3) = 14

Second verse, etc...bag o' bones!

Casually stepping across the boneyard, The Red Raven follows his skulking instincts exploring with BotSpy] and encounters a fish out of water!

Grindylow CtD Combat 12+1 (vet)=13: 2d10 + 3 + 2d4 ⇒ (7, 10) + 3 + (3, 1) = 24

Evading a few swipes from some webbed but sharply taloned claws, The Raven pokes a few holes in the water goblin and it leaks to death.

Calling on his Psychic Detective to point the way [ooc]examine, then may explore, The Raven shuts out her excess commentary and gleans that only a vial of pure water is in the immediate vicinity. Swapping out to Aric for a rest, the nobleman finds and examines the vial, Holy Water CtA Wis 8: 1d8 ⇒ 7 things it may be Holy, but can't fathom why it would be out here in the Woods and tosses it aside.

At rest as his alter ego, Aric takes a moment to go over his supplies and ready things into better position.

Aric wrote:

Hand: Blessing of the Spy 1, Blessing of Abadar, Quick-Change Mask, Red Leathers, Rapier , Mask of the Red Raven,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: 2 dice on a barrier, or check in.
Cards in Kit: Compass, Mirror Image, Clockwork Spy,

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 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3 [+4]

Favored Card: Ally
Hand Size 6
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an Ally that has Diplomacy in its check to acquire as damage ([_] or for its power), you may recharge it instead.
[_] When you acquire a boon, you may examine the top card of your location deck.
<Power 4>
<Power 5>


Nok-Nok's Deckhandler | Party

Nok-Nok looks up from his pack just in time to see the pile of bones, reassemble itself back into a Skeleton. Clearly Xoff isn't nearly as smart as he thinks he is. Nok-Nok quickly steps forward and slashes at the Ancient skeleton with his Galvanic Chakrim.

Ancient Skeleton - CtD: Combat 11 (slashing): 1d8 + 3 + 1d8 + 1 + 1d4 ⇒ (8) + 3 + (8) + 1 + (4) = 24

O.o

It again collapses into a pile of bones, hopefully for the last time.


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 12, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Spoiler:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.

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

Spoiler:
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.

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.

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

Spoiler:
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.

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

Spoiler:
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.

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

Spoiler:
Bastard Sword
Weapon B
Traits:
2-Handed
Melee
Slashing
Sword To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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.

Spoiler:
Shortbow
Weapon C
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spoiler:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Spells
Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

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:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spoiler:
Sanctuary
Spell B
Traits:
Basic
Divine
Magic
Mental To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Armors
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:
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:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Magic Leather Armor
Armor C
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:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

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:
Mattock
Item C
Traits:
Basic
Tool To Acquire:
Strength
Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

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:
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:
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:
Soldier
Ally C
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.

Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Spoiler:
Burglar
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Blessings
Spoiler:
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:
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 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:
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:
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.

Top of Blessing Discard Pile:

Black Fang:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of 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 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 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 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 Desna
Blessing C
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of 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 16 /
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 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 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 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 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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Desecrated Vault Card 1:
Masterwork Tools
Item C
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.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Desecrated Vault Card 4:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Desecrated Vault Card 7:
Traitor
Monster C
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

Desecrated Vault Card 8:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Desecrated Vault Card 9:
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.

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

Woods Card 1:
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.

Woods Card 2:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Woods Card 3:
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.

Woods Card 4:
Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 5:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

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

Shrine to Lamashtu Card 1 (Zombie):
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.

Shrine to Lamashtu Card 2:
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.

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 ?: 0
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 2:
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.

Thassilonian Dungeon Card 3:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Thassilonian Dungeon Card 7:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Find Traps
Spell B
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.

Thassilonian Dungeon Card 9:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.


Party | Oracle - Tier 1.3

Grazzle hears Grazzle's allies flee the Shrine to Lamashtu, an impulse Grazzle understands and resists show Her the strength of the Lizard Gods. Grazzle rises to Grazzle's feet, only to find the Ancient Skeleton has risen again! Without combat magic at the ready, Grazzle wields Grazzle's Walking Stick and hits the undead over the head, praying for strength blessed be! as Grazzle does. Check to Defeat - Combat 8: 2d6 + 1d4 + 1d6 ⇒ (6, 6) + (1) + (3) = 16 (Strength die + Blessing of the Gods + Walking Stick + Discard). Success! The skeleton crumbles once more, hopefully for the last time.

Wounded and weary, Grazzle takes a moment to heal Grazzle's wounds with a Cure spell. Recover 1d4 + 1 ⇒ (2) + 1 = 3 cards, and Cure automatically recharges and shuffles into the deck due to Grazzle's power.

As Grazzle heads back out into the shrine, Grazzle hears pinkskin screams and then a dragon's cry. No! Grazzle rushes forth, directing as many as he can to shelter as Black Fang's acid breath fills the temple's entry. Grazzle calls forth divine protection, discarding Blessing of the Spellbound for an extra die. Constitution 7: 2d8 ⇒ (2, 7) = 9. Success! Lamashtu is pleased with Grazzle, for the dragon's breath does not touch Grazzle.

Roll a die to see if Grazzle can attempt to close - 1d6 ⇒ 3. Success! Check to Close - Divine 6: 1d8 + 4 ⇒ (4) + 4 = 8. Succcess! Grazzle takes a moment to catch Grazzle's breath, knowing the Shrine is secure.

Grazzle wrote:

Hand: Tussah Silk Coat, Find Traps, Blessing of Abraxas, Spyglass, Cure 2, Walking Stick,

Displayed:
Deck: 6 Discard: 9 Buried: 0
Notes: Abraxas is double dice on Arcane/Divine; Find Traps up for barriers.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Shrine to Lamashtu is closed.


Nok-Nok's Deckhandler | Party

Blessing discard is Blessing of Torag

Nok-Nok glances admiringly at the chakrim, glad that he managed to find it in his pack and peers around the Woods for further danger.

Just flicking through the trees, Nok-Nok spots what appears to be a ghost. Woods must be haunted, first shadows attack and now ghosts. Fortunately lucky chakrim will solve the problem.

Reveal chakrim for finesse die, still +3 against monsters.

Shadow - CtD: Combat 12: 1d8 + 3 + 1d8 + 1 + 1d4 ⇒ (8) + 3 + (6) + 1 + (1) = 19

The chakrim whips through the space where the ghost is, lighting crackling along it's edge and dissipates the ghost.

Nok-Nok thinks back to friend quartermaster longshank and wonders if ghosts might leave residue that could be sold. He heads over towards where the ghost was to see if he can find any ghosty goo to sell to his friend.

Unfortunately, no goo, but there is a sword laying on the ground that might come in handy!

4 monsters in the location, so +4 to checks to acquire weapons/items.

Short Sword - CtA: Str 4: 1d8 + 1 + 4 ⇒ (3) + 1 + 4 = 8

Nok-Nok picks up the sword and continues to explore the woods, trusting in his own divinity to lead him free.

Discarding Blessing of the Gobs to explore.

Closing his eyes and spinning in a circle quickly, Nok-Nok stops and then starts walking forward, surely this must be the way out. He takes a couple steps and then trips over a Battered Chest that is hidden in the underbrush of the woods.

Excited for the loot it might contain he quickly pulls out his burglar's buckler and tries to disable the lock.

Battered Chest - CtD: Disable 10: 2d10 + 3 ⇒ (4, 3) + 3 = 10

The lock is very rusted, but with a little patience Nok-Nok is able to work the latch and pop the chest open to find:

Random Items: 1d4 ⇒ 3

Holy Water:
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
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.
Mattock:
Item C
Traits:
Basic
Tool To Acquire:
Strength
Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Nok-Nok spends some time packing them all into his pack, hoping they will fetch a good price back in town.

Discarding all three, and drawing to end.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Short Sword, Emerald of Dexterity, Burglar's Buckler, Fencer,

Displayed:
Deck: 10 Discard: 6 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.


Just realized that post had some issues...

1st fight was a Ghost not a shadow.

Discarded the Quartermaster to explore after that initial encounter...

I think the rest looks right.


Under the Blessing of Calistria...

Sufficiently resupplied, Aric steps into the bole of a large tree trunk, and The Red Raven decends from its highest branches, just in time to ambush a Goblin Dog!

Goblin Dog CtD Combat 9: 1d10 + 4 + 2d4 ⇒ (3) + 4 + (3, 3) = 13

With the neither-goblin-nor-dog monster slain, The Raven senses this location is nearly secure, and uses his Blessing of the Spy to push forward.

He is lucky to have been so prepared and have the extra assistance for...

acquiring these Caltrops.

[i]*sigh*[/b]

Caltrops CtA Dex 4: 2d12 + 1 ⇒ (12, 6) + 1 = 19 Defiantly, The Raven draws a small rubber ball and bounces it multiple times on the forest floor, deftly scooping up handfuls of caltrops as he does so.

Having cleared out the forest, The Red Raven begins scratching his Raven park into strategically located trees around the perimeter to note that this is now his territory and is not to be disturbed. Woods CtC Wis 6: 2d8 ⇒ (6, 6) = 12 He feels confident both the woodland creatures and roaming monsters will respect this boundary.

UPKEEP: Woods are closed. Is closed. Are closed.

The Red Raven wrote:

Hand: Gambeson, Blessing of Abadar, Quick-Change Mask, Red Leathers, Rapier , Mask of the Red Raven,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Cards in Kit: Compass, Mirror Image, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


Party | Oracle - Tier 1.3

Under the Blessing of the Gods...

Grazzle prays to the Lizard Gods they provide and thanks Lamashtu for her aid; divine grace fills him, providing a Cure to Grazzle's aches. 1d4 + 1 ⇒ (2) + 1 = 3. Spell auto-recharges and shuffles into Grazzle's deck. Renewed and refreshed, Grazzle heads to the Desecrated Vault.

It seems an unfortunate thief had recently tried to break into the vaults, as his Masterwork Tools are laid open next to his scorched corpse. Grazzle Sees that there was a trap, but it is now safe thanks to the pinkskin.

Grazzle looks through the Spyclass to See; a Zombie Giant awaits final death down one chamber while another conceals a Trapped Locker wise to wait. Leaving the two chambers undisturbed, Grazzle kneels to pray and await his allies.

Grazzle wrote:

Hand: Tussah Silk Coat, Find Traps, Blessing of Abraxas, Walking Stick, Life Drain, Blessing of Pharasma,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Notes: Abraxas is double dice on Arcane/Divine; Pharasma double dice on a spell; Find Traps up for barriers.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Card #1 at Desecrated Vault is banished; cards #2-3 are known.


During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 16, Nok-Nok/rhynndavrie

Random Cards:

Monsters
Spoiler:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Spoiler:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Spoiler:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

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

Spoiler:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Spoiler:
Explosive Runes
Barrier C
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult 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 dealth 2d4 Fire damage. Then banish this card.

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

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

Spoiler:
Dart
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spoiler:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Spells
Spoiler:
Charm Person
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spoiler:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spoiler:
Glibness
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

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.

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

Spoiler:
Magic Shield
Armor C
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Spoiler:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Items
Spoiler:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Spoiler:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Spoiler:
Cape of Escape
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Spoiler:
Amulet of Mighty Fists
Item C
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Allies
Spoiler:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

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.

Spoiler:
Burglar
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Spoiler:
Dog
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

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.

Blessings
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 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:
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:
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:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang
Spoiler:
Blessings Deck Card 3 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of 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 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 Desna
Blessing C
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 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 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 13 /
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 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Grazzle/MidnightLich, None

Desecrated Vault Card 1 (Zombie Giant):
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.

Desecrated Vault Card 2 (Trapped Locker):
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Desecrated Vault Card 3:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Desecrated Vault 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.

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

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

Desecrated Vault Card 7:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Desecrated Vault Card 8:
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.

Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, Nok-Nok/rhynndavrie, None

Shrine to Lamashtu
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

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 ?: 0
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 2:
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.

Thassilonian Dungeon Card 3:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 4:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 5:
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.

Thassilonian Dungeon Card 6:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Thassilonian Dungeon Card 7:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 8:
Find Traps
Spell B
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.

Thassilonian Dungeon Card 9:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.


Nok-Nok's Deckhandler | Party

Blessing discard is Blessing of Torag

Nok-Nok praises himself as he sees the end of the Woods and comes to a Desecrated Vault. Nok-Nok shakes his head as he realizes that friend Grazzle has left his mark indicating he is within. Can't he tell this is bad place.

Nok-Nok checks his gear and heads inside only to run into the foot of a Giant, a Zombie Giant...clearly he was right this was a bad place.

1 barrier in the location, so +2 against Monsters/Barriers. Discarding Short Sword for combat, extra 1d4 for finesse.

Zombie Giant - CtD: Combat 13: 1d8 + 1 + 2 + 2d6 + 1d4 ⇒ (3) + 1 + 2 + (5, 3) + (2) = 16

Nok-Nok slashes at the back of the tendons, and then kicks out at the leg of the zombie. Dropping it to the ground and allowing him to hack at it.

Undead defeated if not 1: 1d6 ⇒ 1

Blah, going to use my reroll as I don't want this going back in after discarding a weapon to kill it.

Reroll - Undead defeated if not 1: 1d6 ⇒ 4

Nok-Nok struggles mightily with the Zombie Giant, and it almost looks like it is going to take it and shrug him off, when it suddenly collapses and goes still.

Nok-Nok takes a deep breath and centers himself as fencing master instructed before setting off in search of lizard friend.

Discarding Fencer to explore, adding 1d4, Finesse and swashbuckling traits to combat

Nok-Nok is ready to fight, but instead finds a Trapped Locker. Pulling out his Burglar's Buckler he sets to work.

Trapped Locker - CtD: Disable 9: 2d10 + 2 ⇒ (8, 7) + 2 = 17

With a deft twist of his tools, Nok-Nok pops the lock and finds:

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

Nok-Nok takes a moment to don the armor before continuing the hunt for Grazzle.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Rochin, Emerald of Dexterity, Burglar's Buckler, Blessing of the Quartermaster 2,

Displayed:
Deck: 8 Discard: 8 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.


Under the Blessing of Torag...

Following Nok-Nok's wild signs to the Desecrated Vault, The Red Raven, climbs over the fallen form of a dead (again?) giant, and spies a corner of parchment trapped beneath its heel...

Cure CtA Wisdom 6: 1d8 ⇒ 5 Unable to decipher the script at this range, and unwilling to move the corpse around for a closer look, The Raven stomps apart the remains of a rotted chest as an offering to Abadar, and continues onward.

Hanging from an outcropping in the next corridor is token of Pharasma hanging from a leather thong. This could be of some use...

Blessing of Pharasma CtA Int 5: 1d8 ⇒ 6

Seizing the token, The Raven holds it aloft and it glows blue-white for moment, hanging a bit more in one direction than in should, and shining brighter that way. The Raven turns to see a Rat Swarm moving his way!

Rat Swarm CtD Combat 8 (12): 1d10 + 4 + 2d4 ⇒ (1) + 4 + (3, 3) = 11

I don't think I've used my shirt reroll this game, so I'll reroll the d10 to avoid shuffling the swarm back in: reroll d10: 1d10 ⇒ 4 yielding a total of 14 now.

It takes swift hands to take on a swarm with a piercing weapon, but The Red Raven's hands move swiftly and strategically, stabbing several in succession, then pausing for the opportune moment to skewer several at once. After a flurry of lunges, the rats see the folly of attacking this foe and retreat back into the walls.

Without a clear path forward, The Red Raven pauses to collect himself.

The Red Raven wrote:

Hand: Quick-Change Mask, Red Leathers, Rapier , Mask of the Red Raven,

Displayed: Gambeson,
Deck: 8 Discard: 5 Buried: 0
Notes:
Cards in Kit: Compass, Mirror Image, Clockwork Spy,

Skills and Powers:
SKILLS

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

Favored Card: None
Hand Size 4
Proficient with: Light Armors, Weapons
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3[+4]
At the end of your move step ([_] or turn), you may examine the top card of your location deck. ([_] If it is a monster, you may encounter it.)
<Power 4>
<Power 5>


Party | Oracle - Tier 1.3

Grazzle scrambles for cover as Blank Fang attacks the Desecrated Vault. Start of Turn - Constitution 7: 1d8 ⇒ 4. Failed; taking 1d4 - 1 ⇒ (2) - 1 = 1 Acid damage. Recharging my Tussah Silk Coat will absorb that. Then, rolling a d6 to see if the location can be closed: 1d6 ⇒ 3. Check to Close - Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6. Success! Desecrated Vault is closed; Black Fang gets shuffled into the Thassilonian Dungeon.

I will wait for a board update before taking my turn. Nok-Nok and TRR must make the save or take acid damage.


After doing his final flyby attack of the Vault, Black Fang has now landed to roost in the Dungeon.

During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put him underneath the fifth card from the top; if there are not enough cards, put him on the bottom of the deck. Then characters at your location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck contains that number of cards or fewer, you may immediately attempt to close your location.
When there is only 1 open location, search the blessings deck for Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the scenario.
Additional Rules: Turn order: Nok-Nok, Aric or The Red Raven, Grazzle
Turn: 18, Grazzle/MidnightLich

Random Cards:

Monsters
Spoiler:
Tickwood Boar
Monster 1
Traits:
Animal
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Spoiler:
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.

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:
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.

Spoiler:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

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

Spoiler:
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.

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


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:
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.

Weapons
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:
Light Crossbow
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Spoiler:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.

Spoiler:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

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:
Lightning Touch
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Cure
Spell C
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Armors
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:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto 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:
Wooden Shield
Armor C
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Spoiler:
Magic Leather Armor
Armor C
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:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Items
Spoiler:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity
Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Spoiler:
Holy Candle
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

Spoiler:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence
Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.

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:
Cape of Escape
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Allies
Spoiler:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

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.

Spoiler:
Poog of Zarongel
Ally P
Traits:
Cleric
Goblin To Acquire:
Charisma
Diplomacy
Divine 7
Recharge this card to add 3 with the Fire trait to a combat check.
Bury this card to recharge 1d4 random cards from your discard pile.
Discard this card to explore your location.
"Poog say Zarongel is the best,
He help burn things and heal the rest.
Zarongel's favor makes Poog bleed.
And Poog also stab you with knife if you make fun of how he isn't good at riding animals." -Poog's song


Spoiler:
Cyrdak Drokkus
Ally 1
Traits:
Bard
Human To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Spoiler:
Dog
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Erastil
Blessing C
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a combat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Iomedae
Blessing C
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing 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 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Desna
Blessing C
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 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 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 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 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 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 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.

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

Desecrated Vault
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/sirrogue, Grazzle/MidnightLich, Nok-Nok/rhynndavrie, None

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

Shrine to Lamashtu
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

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:
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.

Thassilonian Dungeon Card 2:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Thassilonian Dungeon Card 3:
Find Traps
Spell B
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.

Thassilonian Dungeon Card 4:
Force Missile
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 5:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Thassilonian Dungeon Card 6:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Thassilonian Dungeon Card 7:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Thassilonian Dungeon Card 8:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 9:
Crowbar
Item B
Traits:
Basic
Tool To Acquire:
Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.

Thassilonian Dungeon Card 10:
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.


Nok-Nok's Deckhandler | Party

Nok-Nok looks up just as a Black Fang soars overhead releasing another blast of acid breath.

Fort 7: 1d10 + 2 ⇒ (6) + 2 = 8

Nok-Nok feels the burn of the acid more as a light exfoliation.


The Red Raven knows he cannot evade the dragon's breath on his own, so he stands his ground, counting on his trusty Gambeson to absorb the blow.

Black Fang acid breath: 1d4 - 1 ⇒ (3) - 1 = 2 burying displayed Gambeson to reduce damage to 0.


Party | Oracle - Tier 1.3

Grazzle Sees Black Fang land in the Thassilonian Dungeon he cannot hide, and makes his way there. Just inside the entrance, Grazzle Sees a Mystic Inscription carved into the wall mortal magic, not divine. Check to Defeat - Intelligence 10: 1d4 ⇒ 1. Failed; banish the barrier anyway. Alas, Grazzle does not want to spend energy deciphering the sigil, so Grazzle breaks the magic circle and it dissipates.

Discarding Blessing of Pharasma to explore again, Grazzle senses an undead presence tracking him. Opening his Sight, Grazzle sees the Attic Whisperer moments before it attacks. Before I Act - Wisdom 4: 1d10 ⇒ 7. Success. Grazzle feels the creature's psychic attack brush against Grazzle's mind, but the Lizard Gods protect Grazzle; instead, Grazzle summons the power to Life Drain and directs it towards the creature. Check to Defeat - Combat 10: 1d8 + 2d4 + 4 ⇒ (2) + (1, 3) + 4 = 10 (Charisma die + Life Drain + Divine skill). Success! Spell automatically recharges and shuffles into Grazzle's deck, along with a card from Grazzle's discard pile.)

Eager to track down the dragon, Grazzle pushes forward by discarding a Blessing of Abraxas to explore. In the ruins of what once was a library, Grazzle discovers an intact scroll of Find Traps. Not so useful here Grazzle knows this magic, but knows there may still be value in it. Check to Acquire - Divine 6: 1d8 + 4 ⇒ (2) + 4 = 6. Success! Grazzle takes the scroll, and stows it in a pocket in Grazzle's robes.

Grazzle takes time to rearrange his scrolls and reagents, so Grazzle can best fight a dragon (or support Grazzle's allies if they do).

Grazzle wrote:

Hand: Walking Stick, Cure 2, Viper Strike, Blessing of the Spellbound 2, Druid of the Flame, Tussah Silk Coat,

Displayed:
Deck: 6 Discard: 10 Buried: 0
Notes: Blessing is free on any arcane/divine check, otherwise available to get out of a jam or get good loot.
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 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3

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

Upkeep: Cards #1-2 from the dungeon are banished; card #3 is acquired.


Nok-Nok's Deckhandler | Party

Discard is Blessing of Iomedae

Nok-Nok follows Grazzle to the Thassilonian Dungeon as he saw evil dragon land over here.

Nok-Nok first finds a scroll.. He squints at it and tries to determine if it would be at all useful to someone else. With a quick ponder he takes out his emerald and looks through that to protect his mind from evil writing.

Recharging Emerald of Dexterity to use Dex die

Force Missile - CtA: Arcane 4: 1d8 ⇒ 4

Scroll definitely has evil writing on it, but might be good for selling to unsuspecting longshank quartermaster.

With the quartermaster in mind, Nok-Nok, continues to forge ahead to find more loot to sell off.

Discarding Blessing of the Quartermaster to explore.

As he rounds a corner, he finds a perfectly fine shield left abandoned and lonely. Nok-Nok can find good home for it.

Wooden Shield - CtA: Fort 4: 1d10 + 2 ⇒ (9) + 2 = 11

Nok-Nok scoops up the shield and settles evil scroll and shield for later sale.

Discarding Force Missile and Wooden Shield, drawing to end.

Nok-Nok wrote:

Hand: Galvanic Chakram +1, Rochin, Blessing of the Quartermaster 3, Burglar's Buckler, Blessing of the Quartermaster 1,

Displayed:
Deck: 7 Discard: 11 Buried: 0
Notes: Blessing of Quartermasters available 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.

Upkeep: Cards 4 & 5 are acquired.


Under the Blessing of Lamashtu... (how appropriate)

It's time for a final showdown, dragon.

Joining his compatriots in the Thassalonian Dungeon, The Red Raven draws his rapier and charges forth.

And encountering ebony wyrmling itself! Letting out a vociferous yawp of his own as the dragon rears back to breath on them, he times his attack, and lunges directly into the creature's maw, once again counting on his armor to protect him.

Black Fang BYA Acid: 1d4 - 1 ⇒ (4) - 1 = 3

Black Fang CtD Combat 12: 2d10 + 4 + 2d4 ⇒ (8, 4) + 4 + (2, 2) = 20

The Raven angles his body to take the acid on this newly refurbished Red Leathers as he thrusts his blade up through the roof of the dragon's maw and into its brain. Again, they fall away from his torso, taking the damage instead of the Crimson Crusader, and thanks to the blessing(s) of his allies, dragon falls as well, leaving The Raven to tumble out of the way of the creature's falling carcass.


Nok-Nok's Deckhandler | Party

Black Fang BYA Fort 7: 1d10 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Nok-Nok's skin looks radiant as the acid does a final round of exfoliation.


Development
Sandpoint’s branch of the cult of Lamashtu is no more. You have brought the apparently tasty bones of Thelsikar to Sandpoint and ended his mutated dragon ally once and for all. Now the Sandpoint council has changed its tune.
“You have our humble thanks,” says Mayor Deverin, “and you are welcome in Sandpoint for all of your days.”
Tempting as that offer is, you are still stinging from the council’s stiff-arming of you just a few days earlier. You politely decline, saying you must leave for bigger fortunes.
Your purses richer, you mount up for Magnimar. The City of Secrets awaits!

Reward
Each character chooses a blessing with an adventure deck number of 1 from the game box. Adventure Card Guild characters may gain that card as a bonus deck upgrade.

Adventure Reward
Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with the item Holy Candle. Note this reward on your Chronicle sheet. At the end of the scenario in which this benefit is used, return the item to the game box and cross this reward off your Chronicle sheet.

Acquired Cards
Leather Armor (Armor B)
Wooden Shield (Armor B)

Blessing of Irori (Blessing B)
Blessing of the Gods (Blessing C)
Blessing of Pharasma (Blessing B)
Blessing of Shelyn (Blessing B)

Caltrops (Item B)
Spyglass (Item C)

Force Missile (Spell B)
Find Traps (Spell B)

Dagger +1 (Weapon 1)
Short Sword (Weapon B)

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