[ACG] [CaG] Season of the Runelords by zeroth_hour (Inactive)

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


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The Exchange

Season of the Runelords

Who hasn’t heard of the Heroes of Sandpoint? Surely all of Varisia knows of the brave adventurers who ventured into the ruined heart of the Thassilonian Empire and slayed Karzoug, the Runelord of Greed. You’ve always thought it strange that those ancient folks wanted to worship at the altar of various sins, but since the ruins of their old nation-states litter the landscape even today, it must have worked for them.
But the whole “defeat a legendary power thought long dead” routine raises a few questions in your mind, and the muttering you’ve heard in tavern after tavern proves you’re not the only ones wondering. How did Karzoug come back from the dead after thousands of years? Why did he come back from the dead after thousands of years? And the big one, the question that keeps you up sometimes at night…

Why do people think he’s the only Runelord to come back?


Human Saboteur Ninja, Tier 6, Deck Handler

Dot (as is tradition)

The Exchange

During This Adventure: All hail! The Runelord Karzoug is dead! It is hard to imagine that such a feat could be accomplished, yet in the high peaks of Xin-Shalast, a band of hardy adventurers defeated the Runelord of Greed. He conspired to bring a realm of nightmares into our world, but the adventurers sealed the Runewell. What this meant for Golarion was salvation.
But what does it mean for the other Runelords?
That, at the moment anyway, is hard to determine. At the very least, the attention of scholars and sages might be called to Hollow Mountain. The massive peak, legendary for its deep-cut catacombs running throughout its rocky walls, bears the visage of Alaznist, the Runelord of Wrath. She fled its refuge several thousand years gone, waiting for the remnants of the Empire of Thassilon to awaken.
Rumors of increased activity in the ruins of Hollow Mountain are gaining momentum. Could recent events involving a runelord’s return be the cause of this mysterious and forbidding possibility? It is impossible to know at this time. But looking upon the lands of Golarion, you can hardly imagine a better time. The lands are brimming with energy. Civilizations are on the rise, competition for territory is at an all-time peak, and monsters roam the countryside. One could hardly script a world more appealing to rule.
For adventurers such as yourselves, the siren song of Hollow Mountain is difficult to resist. That said, you could imagine meeting your doom there. So now is the time for preparation. The heroes who defeated Karzoug began their journey in Sandpoint, the site of a surprising amount of tumult for a town its size. Modeling yourselves in their image, you will head there first. There you will gain supplies, sharpen your skills, and make your reputation. Because what the killing of Karzoug represents to you is not history or legend. To you, it represents opportunity. And will it represent an opportunity to the other Runelords as well? Only time will tell.

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

The Exchange

2-1 Adventure Reward: Each player chooses one of his Pathfinder Society Adventure Card Guild characters.
That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

2-1A Scenario Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the adventure deck 1 loot Sihedron Medallion. At the end of each scenario, return the loot to the game box.

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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.

Top of Blessing Discard Pile:

TBD:
TBD


Blessings Remaining: 30

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
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 3
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of 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 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 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 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 B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20
Blessing of 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 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 Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27
Blessing of 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 28
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 29
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 30
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

City Gate Card 1:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 2:
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.

City Gate Card 3:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.

City Gate Card 4:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

City Gate Card 5:
Hell Hound
Monster B
Traits:
Elite
Outsider To Acquire:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

City Gate Card 6:
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.

City Gate Card 7:
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.

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

City Gate Card 9:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

City Gate Card 10:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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

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

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

Goblin Fortress Card 4:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 5:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Goblin Fortress Card 6:
Shadow
Monster B
Traits:
Incorporeal
Undead To Acquire:
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.

Goblin Fortress Card 7:
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.

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

Goblin Fortress Card 9:
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.

Goblin Fortress Card 10:
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.

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

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

The Old Light Card 2:
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.

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

The Old Light Card 4:
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.

The Old Light Card 5:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish To Acquire:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

The Old Light Card 6:
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.

The Old Light Card 7:
Glibness
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Charisma 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.

The Old Light Card 8:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 9:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue To Acquire:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

The Old Light Card 10:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie To Acquire:
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.

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

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

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

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

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

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

Woods Card 6:
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.

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

Woods Card 8:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

Woods Card 10:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Treacherous Cave 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.

Treacherous Cave Card 5:
Wand of Shield
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence~Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Treacherous Cave Card 8:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Treacherous Cave Card 9:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 10:
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.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Farmhouse Card 1:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
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

Farmhouse Card 2:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 3:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Farmhouse Card 5:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

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

Farmhouse Card 7:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Farmhouse Card 9:
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.

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


Human Saboteur Ninja, Tier 6, Deck Handler

The reputation of the ninja is of a merciless killer allied with the darkest of forces. Reiko shows there is another edge of the silent blade. She learned the art from her mother, a master ninja who sabotaged the grand designs of a slavelord noble. Like all who stood against the rulers of Minkai, Reiko's parents eventually fell under the swords of higher men. But not before Reiko gave truth to the name her mother bestowed on her, "Little Spider." She would skitter, and her fangs would drip venom. And then she'd be gone.

Starting deck list All taken from Ult. equipment deck :

Weapons: 4
Sai, Rochin, Boomering, Blowgun

Spell: 1
Call Potion

Armor: 1
Bronzed Leather

Item: 4
Noxious Bomb, Wandermeal, Firesticks, Compass

Ally: 2
Silver Baladeer, Quartermaster

Blessing: 3
Blessing of the Quartermaster (3 copies)

Reiko wrote:

Hand: Noxious Bomb, Quartermaster, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Silver Balladeer,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Feel free to use blessings for emergencies.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)

Strategy: I'll mostly be alone at a location (and potentially after a few upgrades, scouting and moving around a bunch). I might occasionally have blessings available for others to use for crucial checks.

Starting location: I'll take the first of whatever nobody else picks from the list: Goblin Fortress, City Gate, or Farmhouse.

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Well, it looks like we won't see much of my cousin or Reiko. I am going to to head over to the Old Light Radillos. Why don't we check it together and see what trouble is lurking around there?

Meliski wrote:

Hand: Fox, Cure, 3 BotG, Codex, Longspear

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Fox, Codex, Cure, 3 BotG
Be sure to confirm before using card Cure and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 1 BotG, 2 BotG, 4 BotG, Leather Armor, Bracers of Protection, Burgler, Dilettante, Inflict, Lightning Touch, Arcane Armor Recharged:
Discard Pile:

Buried Pile:

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Sorry, it was late night, some how I ended up in these Woods. Looks like I will start here in the Woods and see what can be done.

HARSK wrote:

Hand: Quarterstaff, Blood Periapt, Arquebus, Blessing of the Samurai 1, Blessing of the Gods 2

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Quarterstaff, Blessing of the Gods 2
Be sure to confirm before using card Blessing of the Gods 2 and beyond

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [ ] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([ ] +1) to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 3, Blessing of the Samurai 2, Gambeson, Crow, Flight Arrows, Conch Shell, Longsword, Light Crossbow, Hand Crossbow Recharged:
Discard Pile:

Buried Pile:


The Old Light sounds like a plan.

Radillo wrote:

Hand: Blessing of the Gods 3, Sleep, Magic Weapon, Lightning Touch, Blessing of the Gods 2, Sage

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon, Blessing of the Gods 3, Blessing of the Gods 2
Be sure to confirm before using card Blessing of the Gods 3 and beyond

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

By my Beard! I dreamt I was some weaponmaster!

Somehow I thought Meliski started with a weapon. I updated my spreadsheet, chose armor as my favored, and drew a new hand.

Meliski wrote:

Hand: 1 BotG, Leather Armor, 3 BotG, 2 BotG, Arcane Armor

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
1 BotG, 3 BotG, Arcane Armor, 2 BotG
Be sure to confirm before using card Arcane Armor and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Potion of Glibness, Bracers of Protection, Codex, Burgler, Fox, Dilettante, Cure, Inflict, Lightning Touch Recharged:
Discard Pile:

Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 1, Meliski/Zalarian

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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -36
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 -35
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -34
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 -33
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -32
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -31
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 -30
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -29
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -28
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -27
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -26
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -25
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -24
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -23
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -22
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -20
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -19
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -18
Blessing of 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 -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 -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 -15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -14
Blessing of 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 -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 -12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card -11
Blessing of 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 -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 -9
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

City Gate Card 1:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 2:
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.

City Gate Card 3:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.

City Gate Card 4:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

City Gate Card 5:
Hell Hound
Monster B
Traits:
Elite
Outsider To Acquire:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

City Gate Card 6:
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.

City Gate Card 7:
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.

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

City Gate Card 9:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash

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

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

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

Goblin Fortress Card 4:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 5:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Goblin Fortress Card 6:
Shadow
Monster B
Traits:
Incorporeal
Undead To Acquire:
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.

Goblin Fortress Card 7:
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.

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

Goblin Fortress Card 9:
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.

Goblin Fortress Card 10:
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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Radillo/Jake_Bloom

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

The Old Light Card 2:
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.

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

The Old Light Card 4:
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.

The Old Light Card 5:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish To Acquire:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

The Old Light Card 6:
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.

The Old Light Card 7:
Glibness
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Charisma 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.

The Old Light Card 8:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin To Acquire:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

The Old Light Card 9:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue To Acquire:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

The Old Light Card 10:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie To Acquire:
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.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO

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

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

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

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

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

Woods Card 6:
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.

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

Woods Card 8:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior To Acquire:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

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

Woods Card 10:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Treacherous Cave 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.

Treacherous Cave Card 5:
Wand of Shield
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence~Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Treacherous Cave Card 8:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Treacherous Cave Card 9:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 10:
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.
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Farmhouse Card 2:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin To Acquire:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Farmhouse Card 3:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

Farmhouse Card 5:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 6:
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.

Farmhouse Card 7:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Farmhouse Card 9:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.



Based on randomizer I am going first.

Encountered a Goblin! EEK!

Goblin Trait: 1d6 ⇒ 4

Goblin Trait 4 Rnd encounter - 1 is me, 2 is Meliski : 1d2 ⇒ 1

I use Lightning Touch

Damage arcane + lightning: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (1, 1) = 10

Down the Goblin goes...

Discard Magic Weapon for 1 pt of fire damage.

arcane check 6 for recharge of Lightning Touch: 1d10 + 3 ⇒ (5) + 3 = 8

Wizard Training pays off.

Using Sage to Explore again.

Found Force Missile.

Aquire Force Missile 4: 1d10 + 3 ⇒ (9) + 3 = 12

armed with a mighty force missile I continue on...and use a Blessing

Rat Swarm!!

Eat Force Missiles you dirty Rats!!!

Arcane check 8: 1d10 + 3 + 2d4 ⇒ (1) + 3 + (2, 3) = 9

Meliski reroll of that 1 for my Arcane: 1d10 ⇒ 1

Meliski you have failed me....

I am going to move my Lightning Touch to top because I casted a spell and I was able to look at the bottom.

Arcane check 6 to keep my Fore Missile: 1d10 + 3 ⇒ (3) + 3 = 6

I end my turn here.

Reminder: The Swarm Rats are still in the deck and the deck is random now. because I did not defeat by 4 or more.

Radillo wrote:

Hand: Blessing of the Gods 3, Sleep, Lightning Touch, Force Missile 1, Detect Magic, Blessing of the Gods 1

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Blessing of the Gods 3, Blessing of the Gods 1
Be sure to confirm before using card Blessing of the Gods 1 and beyond

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Jinx Eater, Magic Weapon, Force Missile 2, Phantasmal Minion Recharged: Codex, zForce Missile 3
Discard Pile:
Sage, Blessing of the Gods 2
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)
Radillo wrote:


Meliski reroll of that 1 for my Arcane: 1d10 ⇒ 1

Meliski you have failed me....

Radillo, I told you using force missiles on thousands of rats are going to be difficult. Reminds me about a time when a whole slew of archers got overrun by insects before the cavalry charged...it wasn't pretty...and very gooey...

I recharged A blessing for Radillo's reroll

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Blessing for my turn is - Blessing of Desna
So while making my way out of the woods I run into an Ambush
Dexterity Ambush 9: 1d10 ⇒ 8
Got Ambushed by a Goblin Raider
Goblin Raider Trait: 1d6 ⇒ 4
I will take aim at the Goblin Raider with my Arquebus and using a Blessing of the Gods 2
Goblin Raider 8 with Ambush: 2d10 + 1d8 ⇒ (10, 1) + (8) = 191d12 ⇒ 5
I destroy the Goblin Raider I keep Arquebus will now Attempt to close this location Using a Blessing of the Gods from Meliski
Survival 6: 2d6 + 1 ⇒ (6, 5) + 1 = 12
This Location is now Closed
End my Turn

HARSK wrote:

Hand: Quarterstaff, Blood Periapt, Arquebus, Blessing of the Samurai 1, Longsword

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Quarterstaff, Blessing of the Samurai 1
Be sure to confirm before using card Blessing of the Samurai 1 and beyond

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [ ] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([ ] +1) to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 3, Blessing of the Samurai 2, Gambeson, Crow, Flight Arrows, Conch Shell, Light Crossbow, Hand Crossbow Recharged:
Discard Pile:
Blessing of the Gods 2
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Blessing for my turn (3) is BotG
As a few rats scurry back to their holes, I explore the Old Light.
randomly determining card to explore due to rat swarm: 1d8 + 2 ⇒ (7) + 2 = 9

A goblin cutpurse comes screaming at me..
random goblin trait: 1d6 ⇒ 5
The goblin rushes towards me and falls down on a trip wire it set dying horribly as acid pours out of several murder holes. Meanwhile, the acid splatters on my armor as well as some of it got on Radillo.
Acid Damage for Meliski: 1d4 ⇒ 4
Acid Damage for Radillo: 1d4 ⇒ 2
I bury my leather armor to protect me from the damage.

I put some cool water on some red skin due to the acid and end my turn.

Radillo needs to take 2 acid damage and at this moment cards 1,2, and 9 have been resolved from the Old Light

Meliski wrote:

Hand: Bracers of Protection, Inflict, Burgler, 2 BotG, Arcane Armor

Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Bracers of Protection, 2 BotG, Arcane Armor
Be sure to confirm before using card 2 BotG and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Potion of Glibness, Codex, Fox, Dilettante, Cure, Lightning Touch Recharged: 1 BotG
Discard Pile:
3 BotG
Buried Pile:
Leather Armor


Human Saboteur Ninja, Tier 6, Deck Handler

Top blessing is BoErastil

Reiko splits off from the group and disappears into the trees. She follows some tracks towards a clearing, and sees what appears to be a stronghold run by goblins.

Explore Goblin Fortress card 1: Quarterstaff.

Reiko notices a staff leaning on one of the trees at the edge of the clearing
Str 3: 1d6 ⇒ 1
...but passes it by, as it looks too big to throw.

There is a friendly gnome also poking her head out of the trees. Reiko silently observes to see what the bard is looking at.

discard Silver Balladeer to explore card 2: Goblin Dog. Toss noxious bomb to dispatch the beast.

Reiko notices the gnome watching a hideous creature and quickly tosses a poisonous bomb to scare it off.

Combat 9: 1d10 + 2 + 2d6 ⇒ (5) + 2 + (5, 2) = 14

The bomb lands right at the "dog"s feet and soon the beast is no more. "Hopefully that doesn't alert the guards," Reiko thinks to herself. "Better take a moment to reconsider my approach to this fortress."

End turn, reset hand

Reiko wrote:

Hand: Quartermaster, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Rochin, Wandermeal,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Feel free to use blessings for emergencies.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Out of no where I am hit by that splashing acid. It is nice that Meliski has armor. I thought about armor long ago but wisely chose the path of magic instead but the acid damage has caused me to lose 2 spells today. Only a temporary set back. Maybe I should not stand so close to this
Dwarf?

Radillo wrote:

Hand: Blessing of the Gods 3, Blessing of the Gods 1, Lightning Touch, Detect Magic

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Blessing of the Gods 3, Blessing of the Gods 1
Be sure to confirm before using card Blessing of the Gods 1 and beyond
Warning! Cards exist in Discarded not in Deck!

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Jinx Eater, Magic Weapon, Force Missile 1, Force Missile 2, Phantasmal Minion Recharged: Codex, zForce Missile 3
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missle 1
Buried Pile:

The Exchange

Some technical difficulties but this post should be good (or some semblance of good)

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 5, Radillo/Jake_Bloom

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: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
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 -80
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -79
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -78
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -77
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -76
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 -75
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -74
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -73
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -72
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -71
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -70
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 -69
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -68
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 -67
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -66
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 -65
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -64
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 -63
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -62
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -61
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 -60
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 -59
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -58
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

City Gate Card 2:
Hell Hound
Monster B
Traits:
Elite
Outsider To Acquire:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

City Gate Card 3:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 4:
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.

City Gate Card 5:
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.

City Gate Card 6:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

City Gate 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.

City Gate Card 8:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

City Gate Card 9:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

City Gate Card 10:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

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

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Goblin Fortress Card 4:
Shadow
Monster B
Traits:
Incorporeal
Undead To Acquire:
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.

Goblin Fortress Card 5:
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.

Goblin Fortress Card 6:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle To Acquire:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

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

The Old Light Card 1:
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.

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

The Old Light Card 3:
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.

The Old Light Card 4:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie To Acquire:
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.

The Old Light Card 5:
Glibness
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Charisma 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.

The Old Light Card 6:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish To Acquire:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

The Old Light Card 7:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm To Acquire:
Combat 8
If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Woods
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

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

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Trapped Passageway
Barrier B
Traits:
Basic
Trap To Acquire:
Wisdom~Perception~Dexterity~Acrobatics 9
If defeated, you may immediately explore again.~If undefeated, you are dealt 2d4 Combat damage.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Treacherous Cave Card 8:
Wand of Shield
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence~Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

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

Treacherous Cave Card 10:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Farmhouse Card 2:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger To Acquire:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Farmhouse Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Farmhouse Card 4:
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.

Farmhouse Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Farmhouse Card 6:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin To Acquire:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Farmhouse Card 7:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

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

Farmhouse Card 9:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

The Exchange

Ignore the Woods card, it's a Goblin Raider that for some reason didn't want to go away. The location is closed.


Explore Old Light Card 1 Potion Of Glibness

I found a potion. Let's see if I can figure out what it is...

Int Check 4 to aquire: 1d10 ⇒ 1

I have no idea what this potion is as I mumble to myself and toss it aside...

Using Blessing of the Gods 3 to explore again Old Light Card 2

OMG!!! It is Gogmurt!

As I stare into the cold Goblin's eyes it dawns on me that I should have used Detect Magic and avoided this for now. Something to remember in the future...

Pausing for Reiko to temporarily close his location

Radillo wrote:

Hand: Detect Magic, Blessing of the Gods 1, Lightning Touch

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Blessing of the Gods 1

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Jinx Eater, Magic Weapon, Force Missile 2, Phantasmal Minion Recharged: Codex, zForce Missile 3
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missile 1, Blessing of the Gods 3
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

A Goblin guard makes its way to inspect the remains of the "dog". Reiko takes this opportunity to strike.

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

Suddenly, another explosion goes off, taking most of the goblin with it. A splash of acid hits Reiko's arm.

Acid Damage: 1d4 ⇒ 1 Nice. Discard BotQ as damage

The explosion must have been a trap set by the goblins. Or maybe it was a late trigger of Reiko's own weapon. Either way, nobody will think the fortress is a safe place to escape to for a while.

Goblin Fortress temp closed!


Let's see what this crazy Goblin will do...

Goblin check: 1d6 ⇒ 4

Who is this crazy Goblin going after...

1 for me and 2 for Meliski: 1d2 ⇒ 2

The hideous form charges towards Meliski!!

pausing for Meliski

Radillo wrote:

Hand: Detect Magic, Blessing of the Gods 1, Lightning Touch

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Blessing of the Gods 1

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Jinx Eater, Magic Weapon, Force Missile 2, Phantasmal Minion Recharged: Codex, zForce Missile 3
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missile 1, Blessing of the Gods 3
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

A bolt shoots over his head from the direction where Reiko was heading. On it is a piece of parchment with spidery looking calligraphy on it. Meliski scans it and grumbles about wishing he found a strong walking stick or even a club for that matter. Just as he goes to tell Radillo what the ninja is doing, the goblin charges me. Gogmurt chucks a fire bomb as he charges..
Gogmurt Fire bomb: 1d4 - 1 ⇒ (1) - 1 = 0

I am able to dodge the fire, put my hand out glowing with Eldritch energy and yells "Radillo! Flank him if you can!"

inflict DC 10: 1d10 + 1 + 1d6 ⇒ (10) + 1 + (2) = 13

recharge Inflict DC 6: 1d10 + 1 + 1d6 ⇒ (6) + 1 + (3) = 10

Pausing to have Radillo do 2nd check.

Meliski wrote:

Hand: Bracers of Protection, Burgler, 2 BotG, Arcane Armor

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Bracers of Protection, 2 BotG, Arcane Armor
Be sure to confirm before using card 2 BotG and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Potion of Glibness, Codex, Fox, Dilettante, Cure, Lightning Touch Recharged: 1 BotG, Inflict
Discard Pile:
3 BotG
Buried Pile:
Leather Armor


I raise my hand to send a lightning touch to Gogmurt!

Combat 12 check: 1d10 + 3 + 2d4 ⇒ (4) + 3 + (2, 4) = 13

Gogmurt retreats!!

use my power to move bottom card which is a spell to the top of my deck

recharge check of Arcane 6: 1d10 + 3 ⇒ (10) + 3 = 13

I am able to save Lightning Touch for another day!!

Reset my hand and end my turn

Radillo wrote:

Hand: Detect Magic, Blessing of the Gods 1, zForce Missile 3, Jinx Eater, Magic Weapon, Force Missile 2

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon, Blessing of the Gods 1
Be sure to confirm before using card Blessing of the Gods 1 and beyond

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Phantasmal Minion Recharged: Codex, Lightning Touch
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missile 1, Blessing of the Gods 3
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 6, Harsk/TheGreatNateO

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: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -92
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 -91
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -90
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -89
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -88
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -87
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 -86
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -85
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -84
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -83
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
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 -80
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -79
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 -78
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -77
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 -76
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -75
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 -74
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -73
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -72
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 -71
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 -70
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -69
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

City Gate Card 1:
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.

City Gate Card 2:
Yeth Hound
Monster 1
Traits:
Elite
Outsider To Acquire:
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.

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

City Gate Card 4:
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.

City Gate Card 5:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

City Gate Card 6:
Treasure Map
Barrier B
Traits:
Basic
Cache To Acquire:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 7:
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.

City Gate Card 8:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.

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

City Gate Card 10:
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.

City Gate Card 11:
Hell Hound
Monster B
Traits:
Elite
Outsider To Acquire:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

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

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Goblin Fortress Card 4:
Shadow
Monster B
Traits:
Incorporeal
Undead To Acquire:
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.

Goblin Fortress Card 5:
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.

Goblin Fortress Card 6:
Shopkeeper's Daughter
Barrier 1
Traits:
Basic
Human
Obstacle To Acquire:
Wisdom 8
If defeated, you may immediately explore again.~If undefeated, reset your hand and end your turn.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

The Old Light
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, Radillo/Jake_Bloom, 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: Harsk/TheGreatNateO, None

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

Treacherous Cave Card 1:
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.

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

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

Treacherous Cave Card 4:
Xulgath
Monster B
Traits:
Basic
Xulgath To Acquire:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Treacherous Cave Card 5:
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.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Wand of Shield
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence~Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.~Succeed at an Arcane 8 check to recharge this card instead of burying it.

Treacherous Cave Card 9:
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin To Acquire:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Treacherous Cave Card 10:
Goblin Snake
Monster 1
Traits:
Aberration
Basic To Acquire:
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.

Treacherous Cave Card 11:
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.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

Farmhouse Card 2:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 3:
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.

Farmhouse Card 4:
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.

Farmhouse Card 5:
Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin To Acquire:
Combat 8
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

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

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

Farmhouse Card 8:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

Farmhouse Card 9:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Farmhouse Card 10:
Dance With Squealy Nord
Barrier P
Traits:
Animal
Elite
Obstacle To Acquire:
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

Farmhouse Card 11:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior To Acquire:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Top of Blessing Discard Pile: Blessing of the Gods

As I leave the Woods I notice a cave of the Treacherous type, I like caves and I know this is a shortcut into town so I enter it.

Harsk Move to new location Treacherous Cave and reveals Card 1. It is a Longsword

I spot a Longsword, I ponder if I need another one so I check it out.

Strength 6: 1d6 ⇒ 2

I do not, so i continue onward deeper into the cave and stop and peek around the corner, there may be traps in here.

I end my turn and use my power to reveal the top card of the location I am at. I reveal Card 2, it is a Trapped Passageway.

HARSK wrote:

Hand: Quarterstaff, Blood Periapt, Arquebus, Blessing of the Samurai 1, Longsword

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Quarterstaff, Blessing of the Samurai 1
Be sure to confirm before using card Blessing of the Samurai 1 and beyond

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [ ] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([ ] +1) to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 3, Blessing of the Samurai 2, Gambeson, Crow, Flight Arrows, Conch Shell, Light Crossbow, Hand Crossbow Recharged:
Discard Pile:
Blessing of the Gods 2
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Top of Blessing Discard Pile: Blessing of Pharasma

Radillo, why don't you head on over to the farmhouse or city gate. I have a contact nearby I am going to see from the nearby guild and will see if he can help my cousin get out of the treacherous caves. I may get stuck there for some time but will catch up with you when I can.

Meliski moves to Treacherous Caves and encounters card 2 - Trapped Passageway. Recharging Burgler and discarding blessing to make check

Dex DC 9: 2d6 + 1d10 ⇒ (4, 2) + (2) = 8

The passageway proves to be troublesome as the hole to the mechanism is tight and I am able to hear Harsk on the other side. I then take a breath and remove my bracers of protection and try again to get the passage way open.

recharge bracers and reroll d10 and add 6 DC 9: 1d10 + 6 ⇒ (8) + 6 = 14

That did the trick as he smiles at Harsk. If you happen to find a weapon, let me know..I am going to take a peak around this corner and see what is going on.

[use barrier free explore again and encounter card#3

Gogmurt is back!...and I am feeling unprepared to take on this punk..

pausing for the ninja to temp close again...I am going to likely need a blessing, possibly 2 if we want to try and take him out with me doing DC10 and for Harsk to do DC 12.

Meliski wrote:

Hand: Arcane Armor

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Potion of Glibness, Codex, Fox, Dilettante, Cure, Lightning Touch Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection
Discard Pile:
3 BotG, 2 BotG
Buried Pile:
Leather Armor


Human Saboteur Ninja, Tier 6, Deck Handler

Another Goblin guard comes to investigate the ever growing mess.

Summon Goblin Raider to temp close Goblin Fortress (again)

Goblin power: 1d6 ⇒ 6 Ouch. Silver Balladeer burried.

The Goblin spots the gnome bard from earlier and fires a bolt in her direction. Reiko, without waiting to see the fate of the bard that alerted her to the dog in the first place, leaps into action, stabbing at the goblin with her rochin.

Bury (recharge) Rochin.

Combat 8 + 2 = 10: 1d10 + 3 + 2d6 ⇒ (2) + 3 + (1, 4) = 10
Recharge Acro 7: 1d10 + 3 ⇒ (9) + 3 = 12

Success, and Rochin recharged. One blessing available.

The goblin raider is added to the pile of burnt goblin and "dog" bits, and Reiko slips back into the forest.

Reiko wrote:

Hand: Quartermaster, Bot Quartermaster 2, Wandermeal,

Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes: Feel free to use blessings for emergencies.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

It has been apparent that these go live s use chaos for their tactics.

random goblin trait: 1d6 ⇒ 4

1 is me and 2 is Harsk: 1d2 ⇒ 1
Gogmurt locks eyes with me, throws another fire bomb and charges

fire damage: 1d4 - 1 ⇒ (2) - 1 = 1

I discard arcane armor. Pausing to see if I should make atrempt

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

After muttering the names of close to a hundred different deities, Meliski carefully looks at the goblin and makes a wild swing at its exposed throat.

Using Reiko's, Radillo's and Harsks blessings for DC 10
Melee + 3 blessings DC 10: 4d6 ⇒ (1, 2, 1, 5) = 9

The goblin deftly swats away the attempt and closes in for the kill. I then take advantage of its overconfidence to dive between its legs and runs further into the caves to meet up with Harsk.

damage from DC 12 attack auto fail but no cards in hand to lose: 12 - 1d6 ⇒ 12 - (3) = 9 damage

I reset my hand and end my turn.

Meliski wrote:

Hand: Potion of Glibness, Cure, Codex, Fox, Dilettante

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Potion of Glibness, Fox, Dilettante

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Lightning Touch Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection
Discard Pile:
3 BotG, 2 BotG, Arcane Armor
Buried Pile:
Leather Armor

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Rolled wrong die for strength check..should have been D8s and not D6s. Using blessings from Reiko and Radillo

Strength plus 2 blessings DC 10: 3d8 ⇒ (7, 6, 2) = 15

I snap out of daydreaming being a squirrelly dwarf and backhand the goblin on the nose making him drop his club. I then pick up the club and smash it into its shin crushing not only his leg but splintering the club as well.
OK, Cuz...finish 'im!

At the moment, I have no cards in hand..will keep hand reset if acceptable at the end of my turn after Harsk does DC 12

Meliski wrote:

Hand: Potion of Glibness, Cure, Codex, Fox, Dilettante

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Potion of Glibness, Fox, Dilettante

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Lightning Touch Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection
Discard Pile:
3 BotG, 2 BotG, Arcane Armor
Buried Pile:
Leather Armor


Here is my updated status after my blessing was used.

Radillo wrote:

Hand: Detect Magic, Force Missile 2, zForce Missile 3, Jinx Eater, Magic Weapon

Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox, Phantasmal Minion Recharged: Codex, Lightning Touch
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missile 1, Blessing of the Gods 3, Blessing of the Gods 1
Buried Pile:

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

I got your back cuz... ahahahahahahah

I will be rolling the DC 12 check with my Arquebus and recarge my Blessing of the Samurai

Gogmurt Combat DC 12: 2d10 + 3 ⇒ (3, 3) + 3 = 91d8 ⇒ 6

Arquebus DC 6: 1d12 ⇒ 1

With a blast Gogmurt takes a round in the side and goes running out of the Treacherous Cave. But my Arquebus get jammed and I have to fix that later.

My Blessing of the Samurai gets recharged because I used Dexterity and I roll a 1 so my Arquebus gets shuffled back into my deck. This location is closed I hand the turn back over to Meliski

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler
HARSK wrote:

Hand: Quarterstaff, Blood Periapt, Longsword

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Quarterstaff

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [ ] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([ ] +1) to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 3, Blessing of the Samurai 1, Blessing of the Samurai 2, Gambeson, Crow, Flight Arrows, Conch Shell, Light Crossbow, Arquebus, Hand Crossbow Recharged:
Discard Pile:
Blessing of the Gods 2
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Only thing left for me to do is reset my hand and end my turn. Looks like a good time for a refresh and then on to Reiko's turn

Good shot! I inspect the damage done to his Arquebus...
No wonder it jammed! It looks like you have been dragging it through the woods and caves for a while without any proper care. Prestidigitation as a cantrip to help cleaning is what I do and will always recommend. How else can I keep ma' clothes looking nice?
Meliski then takes the time to cast the spell to clean the dirt and dust off of Hark's clothes and polish his rifle.

I told Radillo to head over to the farmhouse or city gate. I am going to meet up with him to see what curative magic I can provide. We should head in that direction and you should check out the other location for Gogmurt who is no doubt licking his wounds.

I am getting a little worried about the clouds of poison, explosions, and yelling coming from the goblin fortress but something tells me even if we went over there to look for Reiko we would be hard pressed being able to find him plying his trade.

Sorry to hear about your Arquebus. If you think you can still spare the staff for me to use, I would be much obliged.

Meliski wrote:

Hand: Potion of Glibness, Cure, Codex, Fox, Dilettante

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Potion of Glibness, Fox, Dilettante
Be sure to confirm before using card Dilettante and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: 4 BotG, Lightning Touch Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection
Discard Pile:
3 BotG, 2 BotG, Arcane Armor
Buried Pile:
Leather Armor


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko again peeks out from her hiding place in the woods.

Explore card 1: Goblin Raider

"Oh boy, here comes another guard. Looks like he has a buddy with him, this time. Let's just lie low and hope they don't notice me, so I can prepare for a better time to strike."

Evade. I could possibly take one, but doubt I could take out the second one to close. Let's hope for a good draw. Reset hand, end turn.

Reiko wrote:

Hand: Quartermaster, Wandermeal, Bronzed Leather, Blowgun, Sai,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 9, Radillo/Jake_Bloom

Top of Blessing Discard Pile:

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

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -93
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -92
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -91
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 -90
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -89
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -88
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -87
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -86
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -85
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 -84
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -83
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 -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
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 -80
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -79
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 -78
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -77
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -76
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 -75
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 -74
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -73
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 3
Located/Displayed Here: None

City Gate Card 1:
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.

City Gate Card 2:
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.

City Gate Card 3:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

City Gate Card 5:
Gogmurt
Villain 1
Type: Monster
Traits:
Druid
Goblin
To Defeat:
Combat 10
THEN Combat 12
Before the encounter, Gogmurt deals 1d4-1 Fire damage to you.~You may not play allies with the Animal Trait.~All damage from Gogmurt is Fire damage.
"Get 'em Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" --Gogmurt, to his firepelt cougar Tangletooth

City Gate Card 6:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 7:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 8:
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.

City Gate Card 9:
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.

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

City Gate Card 11:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

City Gate Card 12:
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.

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

Goblin Fortress Card 1:
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.

Goblin Fortress 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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
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.

Goblin Fortress Card 5:
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.

Goblin Fortress Card 6:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

The Old Light
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radillo/Jake_Bloom, 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

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: Harsk/TheGreatNateO, Meliski/Zalarian, None

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

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

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

Farmhouse Card 3:
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.

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

Farmhouse Card 5:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Farmhouse Card 7:
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.

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

Farmhouse Card 9:
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

Farmhouse 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.

Farmhouse Card 11:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Farmhouse Card 12:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.


I head over to the city gate and explore.

I see a crowbar on the ground up against the wall. I walk over to take a look and see if is light enough for me.

Str check 3 for the crowbar: 1d6 ⇒ 4

This crowbar is the perfect weight for me. I will keep it.

Being nervous or rather cautious I am going to cast Detect Magic...

I see that the Blessing of Gorum is around the corner. I am going to wait here for some help to be healed and leave the Blessing right there.

My Detect Magic spell is auto recharged. Being a Wizard has its perks.

Reset hand and end turn.

Radillo wrote:

Hand: zCrowbar, Force Missile 2, zForce Missile 3, Jinx Eater, Magic Weapon, Phantasmal Minion

Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Eye Patch, Fox Recharged: Codex, Lightning Touch, Detect Magic
Discard Pile:
Sage, Blessing of the Gods 2, Sleep, Force Missile 1, Blessing of the Gods 3, Blessing of the Gods 1
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 10, Harsk/TheGreatNateO

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -93
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -92
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 -91
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -90
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -89
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -88
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -87
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -86
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 -85
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -84
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 -83
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -82
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 -81
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -80
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 -79
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -78
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -77
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 -76
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 -75
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -74
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Radillo/Jake_Bloom, None

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

City Gate Card 2:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

City Gate Card 5:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 6:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 7:
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.

City Gate Card 8:
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.

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

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

City Gate Card 11:
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.

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

Goblin Fortress Card 1:
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.

Goblin Fortress 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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
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.

Goblin Fortress Card 5:
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.

Goblin Fortress Card 6:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

The Old Light
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

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

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

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

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

Farmhouse Card 3:
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.

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

Farmhouse Card 5:
Warhammer
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength~Melee 6
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Farmhouse Card 7:
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.

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

Farmhouse Card 9:
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

Farmhouse 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.

Farmhouse Card 11:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Farmhouse Card 12:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Blessing Deck - Blessing of the Gods

Ah what a rush Meliski, great to be back in action with you. Here take my Quarterstaff looks like you will need it. I belive there is a Farmhouse out of this other passage. I will go there to make sure everything is OK, something tells me it might not be. Take care, I will try and meet up with you in the city.

I give Meliski my Quarterstaff and then move to the Farmhouse location and reveal Card 1.

As I come up to the Farmhouse I spot a Goblin Warchanter, dang I hate it when Iam right.

I encounter a Goblin Warchanter I will roll for Goblin Trait First

Goblin Trait: 1d6 ⇒ 6

I must Bury a random card from my discard pile, I will bury
Blessing of the Gods 2 and will roll Goblin Warchanter Wisdom check Using Meliski Fox

Goblin Warchanter Wisdom DC 8: 1d6 + 1d4 ⇒ (6) + (3) = 9

Somehow I fell a little weaker but seeing Meliski sent his fox to help out I fell better and ready to fight.

I made the Wisdom check and now will attack the Goblin Warchanter using my Longsword with Strength and discard it for another d6

Goblin Warchanter Combat DC 8: 2d6 + 1d8 ⇒ (6, 1) + (5) = 12

I charge full speed and bury my Longsword right through it and destroy the Goblin, but crack my blade, another weapon need of fixing. I take alook around the Farm House and notice one of those Goblin Raider. It does not spot me so I will take a second to regroup.

I used my power to look at the top card and reveal a Goblin Raider. I will reset my hand and end my turn.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler
HARSK wrote:

Hand: Blessing of the Samurai 1, Blood Periapt, Light Crossbow, Blessing of the Gods 3, Crow

Displayed:
Deck: 7 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Blessing of the Gods 3, Blessing of the Samurai 1
Be sure to confirm before using card Blessing of the Samurai 1 and beyond

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [ ] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Forititude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1

Favored Card: Weapon
Hand Size: 5 [ ] 6 [ ] 7
Proficient With: Light Armors, Weapons

POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 ([ ] +1) to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Samurai 2, Gambeson, Flight Arrows, Conch Shell, Arquebus, Hand Crossbow Recharged:
Discard Pile:
Longsword
Buried Pile:
Blessing of the Gods 2

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Blessing for my turn is Blessing of Sarenrae
Meliski moves to City Gate

Using Harsk's quarterstaff as a walking stick made the trip to the City Gate much easier. I then find Radillo at a inn near the gate getting a little bit of respite and cast a spell on his ale to provide some curative magics. The dilettante I know snubs his nose at my methods but does provide some pointers.

Cast Cure for 1d4+1 and then DC 8 Divine check with Dilettante to Recharge: 1d4 + 1 ⇒ (3) + 1 = 41d10 + 1d4 + 1 ⇒ (5) + (4) + 1 = 10

Radillo then leads the way to the Blessing of Gorum and pick that up.

Divine Check DC 5: 1d10 + 1 ⇒ (1) + 1 = 2

Use Bardic Tricks and recharge Potion to reroll
Divine Check DC 5 take 2: 1d10 + 1 ⇒ (6) + 1 = 7

The blessing was harder to gain than I thought but having the potion to give up as collateral allowed me to get some assistance from the nearby merchant hall in acquiring it.

I reset my hand and end my turn

Meliski wrote:

Hand: 4 BotG, zBlessing of Gorum, Codex, Harsk Quarterstaff, Lightning Touch

Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
4 BotG, Codex, zBlessing of Gorum
Be sure to confirm before using card zBlessing of Gorum and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection, Fox, Dilettante, Cure, Potion of Glibness
Discard Pile:
3 BotG, 2 BotG, Arcane Armor
Buried Pile:
Leather Armor

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 11, Meliski/Zalarian

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: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -93
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 -92
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -91
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -90
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -89
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -88
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -87
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 -86
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -85
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 -84
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -83
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 -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
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 -80
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -79
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -78
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 -77
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 -76
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -75
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Radillo/Jake_Bloom, None

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

City Gate Card 2:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

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

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

City Gate Card 5:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 6:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 7:
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.

City Gate Card 8:
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.

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

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

City Gate Card 11:
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.

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

Goblin Fortress Card 1:
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.

Goblin Fortress 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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
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.

Goblin Fortress Card 5:
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.

Goblin Fortress Card 6:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

The Old Light
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

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

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: None

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

Farmhouse Card 2:
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.

Farmhouse Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Farmhouse Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Farmhouse Card 6:
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.

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

Farmhouse Card 8:
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

Farmhouse 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.

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

Farmhouse Card 11:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko managed to stay hidden from the latest team of guards. She makes her way closer to a side entrance of the fortress.

Start of turn, Explore card 1: Sage. Recharge Quartermaster to add 1d4

Reiko sees somebody tied up, and sneaks over to help them out, remembering the team quartermaster's knot tying lessons.

Charisma 6: 1d8 + 1d4 ⇒ (3) + (2) = 5

Drat! I guess they were tying lessons, not untying lessons. Just as Reiko is about to cut the ropes with her sai, she hears goblins approach, and quickly makes her way back into the woods. There she will wait for a more opportune time to strike.

reset hand, end turn

Reiko wrote:

Hand: Wandermeal, Bronzed Leather, Blowgun, Sai, Bot Quartermaster 3,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


My updated status

Radillo wrote:

Hand: zCrowbar, Force Missile 2, zForce Missile 3, Jinx Eater, Magic Weapon, Phantasmal Minion

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 2, Blessing of the Gods 3, Codex, Eye Patch, Sage, Fox, Detect magic, Lightning Touch, Force Missile 1 Recharged:
Discard Pile:
Sleep, Blessing of the Gods 1
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 13, Radillo/Jake_Bloom

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 -93
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card -92
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -91
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -90
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -89
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 -88
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -87
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 -86
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -85
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 -84
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -83
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 -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -80
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 -79
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 -78
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -77
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

City Gate Card 1:
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.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

City Gate 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.

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

City Gate Card 4:
Treasure Map
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.~If undefeated, you may banish this barrier.

City Gate Card 5:
Warhammer +1
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 6:
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.

City Gate Card 7:
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.

City Gate Card 8:
Father Zantus
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom~Divine 6
OR Charisma~Diplomacy 7
Recharge this card to add 1d4 to your Divine check.~Bury this card to recharge 1d4+1 random cards from your discard pile.

City Gate Card 9:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

City Gate Card 10:
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.

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

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

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
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.

Goblin Fortress Card 5:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 6:
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.

Goblin Fortress Card 7:
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.

The Old Light
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

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

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Harsk/TheGreatNateO, None

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

Farmhouse Card 2:
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.

Farmhouse Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Farmhouse Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Farmhouse Card 6:
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.

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

Farmhouse Card 8:
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

Farmhouse 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.

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

Farmhouse Card 11:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.


Armed with a Crowbar and a few spells I am feeling pretty brave and refreshed so I decide to explore ahead.

Ahead on a pillar of light shining down on the
Amulet of Life !!

This item I can understand with no issues
1d10+3 is at least 4 and that is the min to acquire

I am going to send my Ally the Jinx Eater ahead and see what it finds...

Discard Jinx Eater to explore again and will have +1 on a combat check for this exploration if needed

It encounters a Goblin Raider and runs away from it, Maybe he will return.

Now I have this Goblin Raider to deal with.

Goblin Check: 1d6 ⇒ 5

5. The bane is defeated; each character at your location is dealt
1d4 Acid damage.

Meliski duck!! That dam Goblin had an acid bomb and he blew himself up trying to chuck it at me. I clutch the Amulet of Life and invoke its powers to try to protect me...

Acid 1d4 For me: 1d4 ⇒ 2
Acid 1d4 for Meliski: 1d4 ⇒ 1

Meliski will lose his Codex. I am on the phone with him.

I attempt to recharge my Amulet of Life

Arcane check of 7: 1d10 + 3 ⇒ (1) + 3 = 4

Amulet of Life is discarded

That explosion has a bandit guard running towards me. I am going to see if I can defeat this hiding spot of evil once and for all..

Bandit causes me to recharge 1 before he gets to me. I will recharge Phantasmal Minion

I drop my crowbar as I am being rushed. I ready my Force Missile and let it fly at the hideous bandit!

Combat check 8: 1d10 + 3 + 2d4 + 1 ⇒ (5) + 3 + (2, 2) + 1 = 13

The Bandit falls and I can hear Gogmurt in the distance.

recharging check for Force Missile 2.

Arcane check 6: 1d1 + 3 ⇒ (1) + 3 = 4

Force Missile 2 is discarded. Resetting my hand and ending turn.

I wonder who is going to get to Gogmurt first. He is the only thing left here in this awful place.

Radillo wrote:

Hand: zCrowbar, Sage, zForce Missile 3, Eye Patch, Magic Weapon, Blessing of the Gods 3

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Magic Weapon, Blessing of the Gods 3

Skills and Powers:
SKILLS

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

Favored Card: Spell Or Ally
Hand Size: 6 [ ] 7
Proficient With:

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([ ] or add it to your hand).
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 2, Codex, Fox, Detect magic, Lightning Touch, Force Missile 1 Recharged: Phantasmal Minion
Discard Pile:
Sleep, Blessing of the Gods 1, zAmulet of Life, Jinx Eater, Force Missile 2
Buried Pile:

Liberty's Edge

Male Dwarf | My Deck Handler Bard Brawler / UM (12789-1001)

Updating status of hand after discard of Codex

Just as I was reading on some esoteric items in the giant codex, the explosion had a glob of acid land on the book. Standing up, I toss the sizzling tome to the ground and look around.

Meliski wrote:

Hand: 4 BotG, zBlessing of Gorum, Harsk Quarterstaff, Lightning Touch

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
4 BotG, zBlessing of Gorum

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1

Favored Card: Your Choice
Hand Size: 5 [ ] 6
Proficient With: Light Armors

POWERS:
"When a character at your location would fail a check, you may recharge a card ([ ] or shuffle
it into your deck)
to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([ ] Then you may shuffle the location deck.)"


Deck:
Known Top: Middle {Order is not Known}: Recharged: 1 BotG, Inflict, Burgler, Bracers of Protection, Fox, Dilettante, Cure, Potion of Glibness
Discard Pile:
3 BotG, 2 BotG, Arcane Armor, Codex
Buried Pile:
Leather Armor

The Exchange

Random Monster 1:

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

Random Monster 2:

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.

Random Monster 3:

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.

During This Adventure:

During This Scenario: Villain:

Gogmurt:

Name: Gogmurt
Traits: Goblin, Druid
Type: Monster
Check to defeat: Combat 10 THEN Combat 12
Powers: Before you act, Gogmurt deals 1d4 - 1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.
Flavor Text: "Get 'em, Tangletooth! Chomp 'em faces 'til they all outta faces to chomp!" -Gogmurt, to his firepelt cougar Tangletooth

Henchmen:

Goblin Raider:

Name: Goblin Raider
Traits: Goblin
Type: Monster
Check to Defeat: Combat 8
Powers: If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Turn: 14, Harsk/TheGreatNateO

Top of Blessing Discard Pile:

Blessing of Zarongel:
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.

Blessings Remaining: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -93
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -92
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -91
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -90
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 -89
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -88
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 -87
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -86
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 -85
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -84
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 -83
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -82
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 -81
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 -80
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 -79
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card -78
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

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

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

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

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
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.

Goblin Fortress Card 5:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Goblin Fortress Card 6:
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.

Goblin Fortress Card 7:
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.

The Old Light
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

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

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

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Harsk/TheGreatNateO, None

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

Farmhouse Card 2:
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.

Farmhouse Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence~Craft 4
Banish this card to add 1d4 to a combat check at your location.

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

Farmhouse Card 5:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

Farmhouse Card 6:
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.

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

Farmhouse Card 8:
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

Farmhouse 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.

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

Farmhouse Card 11:
Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Grand Lodge

Male Dwarf | (Blessing 5 or 6) | Tier 6 Ranger | 8 Hero Points | My Deck Handler

Blessing Deck - Blessing of Zarongel

I am glad I take a second, I am able to ready my Light Crosssbow and approach the Goblin Raider.

Goblin Trait: 1d6 ⇒ 2

As I come up on the Goblin Raider I notice it is bigger than normal. I ask for some blessings and for some reasion my Light Crossbow feels a little juiced up. I take aim at the monster and shoot.

I will be using Dex-Ranged With my Light Crossbow, with 1 BotG from Meliski and 1 from myself as well as Magic Weapon from Radillo.

Goblin Raider Combat DC 18: 3d10 + 1d8 + 1d4 + 3 ⇒ (2, 5, 1) + (5) + (3) + 3 = 19

For a second I thought I missed but the monster drops to the ground with a loud thud.

I will try and close the location, I reveal Ramdom Monster 1, it is a Xulgath and I place my Crow on the top of my deck. I will use Dex-Ranged and my Crossbow and my Blessing of the Samurai for the check.

So the thud is noticed by another monster, it looks like the Goblin has a friend, we friend it is time for you to leave.

Xulgath Combat DC 9: 2d10 + 1d8 + 3 ⇒ (3, 4) + (1) + 3 = 11

The friend drop as well and I am able to meet up with Meliski at the city.

Farmhouse Location is closed. I reset my hand and end my turn

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