
Radillo. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 6 Blessings Deck Card 5 / Blessing of the Gods
Give Card: None
Move: Stay at Prison
Explore Unknown card at Prison (Caltrops, chainmail, skinsaw ritual, cultist, soldier, slashing blade)
Random Prison Card: 1d6 ⇒ 5 Soldier
Shuffle Soldier into Wooden Bridge
Radillo and Seelah encounter Bandit. Recharge Detect Magic. Cast Acid Arrow and put Detect Magic bakc to hand
Acid Arrow DC 8: 1d10 + 5 ⇒ (3) + 5 = 8 Success
Recharge Acid Arrow DC 6: 1d10 + 5 ⇒ (9) + 5 = 14 Auto Success

Radillo. |

Examine Prison Cards: Caltrops, chainmail, skinsaw ritual, cultist, slashing blade
Determine Gang: 1d6 ⇒ 4
Cast Detect Magic
Top Card of Prison: 1d5 ⇒ 4 Card 7: Cultist
Recharge spell DC 4: 1d10 + 5 ⇒ (5) + 5 = 10 Auto Success
Hand: Blessing of Abadar, Fox, Sapphire of Intelligence, Blessing of Shelyn, Blessing of Sivanah, Lightning Touch 1
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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Staff of Minor Healing, Jinx Eater, Lightning Touch 2, Augury 1
Recharged: Force Missile 2, Augury 2, Force Missile 1, Acid Arrow, Detect Magic
Discard Pile:

HARSK 341416-1001. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 7 Blessings Deck Card 6 / Blessing of Desna
Give Card: None
Move: Junk Beach-> Prison
Explore: Random Prison Card: 1d5 ⇒ 1 Card 4: Caltrops
Move Caltrops to Junk Beach. Harsk, Seelah, and Radillo encounter Bandit. Recharge Wolfhide Armor and reveal Arquebus
Arquebus DC 8: 1d8 + 1d10 + 5 ⇒ (7) + (9) + 5 = 21 Success
check for Misfire: 1d12 ⇒ 8No Misfire
Seelah and Radillo encounter bandit

HARSK 341416-1001. |

Examine Prison..not enough boons to appease gangs.
Discard Snow Leopard to explore
Random Prison Card: 1d4 ⇒ 3 Cultist
Reveal Arquebus and attack
Arquebus DC 9: 1d8 + 1d10 + 5 ⇒ (5) + (3) + 5 = 13 Cultist is defeated
Check for Misfire: 1d12 + 0 ⇒ (12) + 0 = 12 No Misfire
Scout card (random after shuffle): 1d3 ⇒ 1 Prison Card 5: chain mail on top
reset hand and end turn
Hand: Surgeon, Arquebus, Deathbane Light Crossbow +1, Blessing of Shax, Masterwork Tools
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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +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 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Erastil Blessing of the Samurai 1 Blood Periapt Returning Throwing Axe 2 Blessing of Milani
Recharged: chakram, Blessing of the Samurai 2, Returning Throwing Axe 1, Wolfhide Armor
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent : You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

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Summary since last BR:
Meliski at Junk Beach, Reiko at Wooden Bridge, Radillo, Harsk and Seelah at Prison
3 random items used
Card 5 at Junk Beach is Banished
3 Cards remain at Prison (5-Chain Mail on Top, Random: 6-skinsaw ritual, 9-slashing blade)
Prison Cards 1,2,7 banished; Prison Card 3 (Soldier) is moved to Shadow Clock; Prison Card 4 (caltrops) moved to Junk Beach; Prison Card 8 (soldier) is moved to Wooden Bridge
Cards 1 and 2 at Wooden Bridge is banished
Wooden Bridge (8), Junk Beach(9), Prison(2+chainmail on top) and Shadow clock(10) are shuffled.

Radillo. |

Radillo does not have any attack spells in hand and is not ready to take on bandit or skinsaw cultist. One option is to hand aspergillum to Radillo which is better than what she had before but will likely need assists to use it safely.
human, cultist
If undefeated, shuffle the top card of the blessings deck into this location deck.

Seelah - notshown |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 8 Blessings Deck Card 7: Blessing of Iomedae
Give Card: Battle Aspergillum to Radillo
Move: Stay at Prison
At start of turn, discard Blessing of the Samurai to allow Harsk to shuffle two of his discards into his deck.
Seelah will explore: the top of the Prison Deck is Chain Mail armor, which now gets shuffled into the Junk Beach deck.
Seelah, Harsk, and Radillo each encounter a Henchman Bandit (DC 8)
Combat: 1d10+3; Katana +1:1d8+1 (treat 1s as 10s); Champion's Do-Maru +1 vs henchmen
STR Combat Check DC 8 to defeat: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (1) + 3 + (3) + 1 + 1 = 9 SUCCESS!
Will reset my hand to 6; end turn
Seelah notices Harsk's wounds and offers a healing touch. Poking around the prison, Seelah discovers a decent suit of chainmail hidden under the laundry. "Oi!" a voice calls, "That's mine! I stole it fair and square!" A lanky, malnourished, and apparantly unsecured prisoner emerges with two friends.
Seelah hands the armor to a guard. "Deliver this to the dwarf at Junk Beach." Then she squares up against the prisoner.
Hand: Champion's Do-Maru, Katana +1, Researcher, Judgement Light, Eagle Knight Dress Uniform, Heavy Iron Shield
Displayed:
Deck: 8 Discard: 0 Buried: 0
Notes: Judgement Light is available for anyone at my location in combat
Judgement Light
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Retriever Blessing of the Gods
Recharged: Horn of Battle Clarity, Banner, Teamster, Cold Iron Longsword, Blessing of Angradd, Blessing of the Samurai
Discard Pile:
Buried Pile:

HARSK 341416-1001. |

Out of Turn Updates
Prior to Seelah exploring and after receiving heal, will recharge surgeon to heal a random card from Seelah. Only card Seelah has in discard is blessing of samurai so that is put into deck and shuffled.
Encounter Bandit, recharge Arquebus and reveal Deathbane crossbow
Deathbane Lt Crossbow +1 DC 8: 1d8 + 1d10 + 6 ⇒ (2) + (9) + 6 = 17 Auto Success

Radillo. |

Out of turn update
Recharge Sapphire of Intelligence for Bandit. Reveal Aspergillum and discard Blessing of Shelyn to add a die
Strength Check: 2d6 + 1d8 ⇒ (1, 2) + (8) = 11 Success
Hand: Blessing of Abadar, Fox, Seelah Aspergillum, Blessing of Sivanah, Detect Magic
Displayed:
Deck: 10 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Staff of Minor Healing, Jinx Eater, Lightning Touch 2, Augury 1
Recharged: Force Missile 2, Augury 2, Force Missile 1, Acid Arrow, Lightning Touch 1, Sapphire of Intelligence
Discard Pile:

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Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 9 Blessings Deck Card 8 / Blessing of the Gods
Give Card:None
Move: Junk Beach -> Prison
Free Explore 1=6-Skinsaw Ritual, 2=9-Slashing Blade: 1d2 ⇒ 1Grrr..hoping for other one...
Seelah auto-succeeds using Katana +1, Armor +1, and Tome
1d10 + 3 + 1d8 + 1 + 1 + 1d4..if all 1's rolled then 1 is 10 with Katana
Harsk auto-succeeds using Deathbane crossbow and with Meliski's Tome
1d8+1d10+6+1d4
Reveal Boarding Pike and tome. Did not succeed first time so rerolling D8 - recharging Blessing of Milani
Strength Check DC9: 1d8 + 1d6 + 1d4 ⇒ (2) + (2) + (1) = 5 Rerolling
Strength Check Reroll DC9: 1d8 + 4 ⇒ (4) + 4 = 8 still failed but closer..
Discard Blessing of the Spellbound and Top card of Deck (Fox)
Radillo, Harsk, Seelah discard top card (Lightning Touch, Snow Leopard, and Blessing of Samurai respectively)
Blessings Deck Card 9 / Blessing of Abadar is shuffled into Prison.
Until BR, your blessing number is now equal to turn 10...ie turn 10 will encounter Blessings Deck Card 10
Will Cast Cure on Radillo but need to resolve after Radillo encounters cultist
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Cure Spell DC 8 with tome: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9 Success
Reset Hand and End Turn
Hand: Blessing of the Spellbound 1, Seelah Boarding Pike, Burning Snot, Fire Snake, Binder's Tome
Displayed: Riffle Scrolls
Deck: 9 Discard: 3 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
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 [x] +1 [x] +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. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Burgler Dilettante Life Drain Fly
Recharged: Sihedron Medallion, Armor of the Sands, Blessing of Milani, Blessing of the Spellbound 2, Cure
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Radillo. |

Reveal Aspergillum along with Meliski's Tome and use Harsk's Blessing of Shax
Strength Check DC9: 3d6 + 1d8 + 1d4 ⇒ (3, 2, 5) + (5) + (3) = 18 Cultist is Dead
All 3 cards healed by Meliski (Sage, Blessing of Shelyn, Lightning Touch)
Hand: Blessing of Abadar, Fox, Seelah Aspergillum, Blessing of Sivanah, Detect Magic
Displayed:
Deck: 12 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Blessing of Shelyn, Staff of Minor Healing, Sage, Jinx Eater, Lightning Touch 2, Augury 1
Recharged: Force Missile 2, Augury 2, Force Missile 1, Acid Arrow, Lightning Touch 1, Sapphire of Intelligence
Discard Pile:

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Summary since last BR:
Reiko at Wooden Bridge, Meliski, Radillo, Harsk and Seelah at Prison
3 random items used
Card 5 at Junk Beach is Banished
2 Cards remain at Prison (Random: 9-slashing blade, Blessing of Abadar from Blessing Deck)
Prison Cards 1,2,6, 7 banished; Prison Card 3 (Soldier) is moved to Shadow Clock; Prison Card 4 (caltrops) moved to Junk Beach; Prison Card 5 (Chain Mail) moved to Junk Beach; Prison Card 8 (soldier) is moved to Wooden Bridge
Cards 1 and 2 at Wooden Bridge are banished
Wooden Bridge (8), Junk Beach(10), Prison(2) and Shadow clock(10) are shuffled.

Reiko the Ninja |

Blessing card 10 is: Blessing of the Gods. Explore Wooden Bridge. 10 is Soldier.
Random explore: 1d8 + 2 ⇒ (1) + 2 = 3 Night Watch. Ally so shuffle into The Rusty Dragon.
Encounter Bandit. No chance of closing, so evade.
Discard blessing of kofusachi to explore again
Random explore: 1d7 + 3 ⇒ (1) + 3 = 4 Standard Bearer. Another ally, shuffle into the rusty dragon as well.
Encounter Bandit. Still no chance of closing, so evade.
Discard blessing of horus to move and then explore at the Warrens. Card 1: Trapped Passageway. Reveal blue star for poison power.
Acro 9: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
Free explore for defeating barrier, card 2: Longsword +1 Weapon so shuffle into Junk beach.
Encounter Bandit. Still no chance of closing, so evade.
End turn, reset hand, revaling blue star and drawing 2
Hand: Shuriken + 1, Blue Star, Sacred Candle, Blowgun, Materialize, Bronzed Leather,
Displayed: Alchemist's Kit,
Deck: 5 Discard: 4 Buried: 0
Notes: Will bury Sacred candle on the first turn with an AD 2 blessing. Also use my spell to take out a barrier or monster for you.Materialize!:When another character would encounter a bane, discard this card to encounter it instead; if the character is at another location, before you act, move to his location. If you have the Assassin, Ninja, Rogue, or Slayer trait, add 3 to your checks.
After playing this card, if you do not have either the Arcane skill or the Ninja trait, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Dexterity d10 [x] +1 [x] +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 ([x] 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.)

Radillo. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 11 Blessings Deck Card 11 / Blessing of Gorum
Cast Detect Magic - 1 = Barrier, 2 = Blessing
random card: 1d2 ⇒ 1 Barrier is on top
Recharge Spell DC 4: 1d10 + 5 ⇒ (6) + 5 = 11 Auto Recharge Spell
Give Card:None
Move: Prison -> Rusty Dragon Inn
Since lot of people at Prison, moving away. Determine Random Card Explore 1-9+Night Watch + Standard Bearer
Random card at Rusty Dragon: 1d11 ⇒ 1 Card 1:Dagger +1
Shuffle Dagger +1 into Shadow Clock; Recharge Fox, Reveal Aspergillum and Discard Blessing of Sivanah.
Strength Check DC8: 2d6 + 1d8 ⇒ (5, 2) + (1) = 8 Success
Inspect Cards:
Rusty Dragon Card 2: Fiery Weapon
3: Guide
4: Night Watch
5: Locked Passage
6: Potion of Hiding
7: Guard
8: Mercenary
9: Goblin Commando
10: Night Watch (from Wooden Bridge)
11: Standard Bearer (from Wooden Bridge)
Deck is shuffled again
determine Gang: 1d6 ⇒ 3 The Washside Wranglers - Armors
End Turn and Reset Hand
Hand: Blessing of Abadar, Force Missile 1, Seelah Aspergillum, Lightning Touch 2, Staff of Minor Healing, Augury 2
Displayed:
Deck: 10 Discard: 1 Buried: 0
At beginning of Harsk' turn, recharge Staff of Minor Healing and heal only card (blessing of Sivanah). Cast Augury looking for Barrier using inspected list.
First Card: 1d10 ⇒ 10 11: Standard BearerSecond Card: 1d9 ⇒ 4 5: Locked Passage
Third Card: 1d8 ⇒ 1 2: Fiery Weapon
Put Locked Passage on Top and shuffle rest
Recharge Augury Spell DC 8: 1d10 + 5 ⇒ (8) + 5 = 13 Success
Hand: Blessing of Abadar, Force Missile 1, Seelah Aspergillum, Lightning Touch 2
Displayed:
Deck: 13 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Blessing of Shelyn, Sapphire Of Intelligence, Sage, Jinx Eater, Acid Arrow, Lightning Touch 1, Force Missile 2, Augury 1
Recharged: Detect Magic, Fox, Staff of Minor Healing, Blessing of Sivanah, Augury 2
Discard Pile:

HARSK 341416-1001. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 12 Blessings Deck Card 12 / Blessing of Abadar
Radillo does staff healing and Augury and points out barrier..tools won't work on it so hand them to Meliski
Give Card: Master Tools to Meliski
Move: Prison -> Rusty Dragon
Explore Found Barrier through Augury - The Rusty Dragon Card 5: Locked Passage. Recharge Radillo's Blessing of Abadar
Dexterity Check DC8: 3d10 + 1 ⇒ (1, 7, 10) + 1 = 19 Success
examine top card: 1d9 ⇒ 5 Card 7: Guard Put on Bottom
Reiko buries Sacred Candle to get Blessing of Abadar into her hand.
Scout top card: 1d8 ⇒ 3 Card 4: Night Watch
Reset Hand and End Turn
Hand: Wolfhide Armor, Blessing of the Samurai 1, Deathbane Light Crossbow +1, Blessing of the Samurai 2, Returning Throwing Axe 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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +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 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Erastil Blood Periapt Emerald of Dexterity Chakram Returning Throwing Axe 2 Blessing of Milani
Recharged: Surgeon, Arquebus
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent : You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

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Summary since last BR:
Meliski acquired Wand of Force Missile AD2 from random items
Reiko acquired Blessing of Abadar from Blessing Deck
Reiko at Warrens / Radillo and Harsk at Rusty Dragon / Meliski and Seelah at Prison
3 random items used
Card 5 at Junk Beach is Banished
2 Cards remain at Prison (9-slashing blade is top card, Blessing of Abadar from Blessing Deck is bottom card)
Prison Cards 1,2,6, 7 banished
Prison Card 3 (Soldier) is moved to Shadow Clock
Prison Card 4 (caltrops) moved to Junk Beach
Prison Card 5 (Chain Mail) moved to Junk Beach
Prison Card 8 (soldier) is moved to Wooden Bridge
Cards 1 and 2 at Wooden Bridge are banished
Wooden Bridge Card 3 (Night Watch) moved to rusty dragon
Wooden Bridge Card 4 (Standard Bearer) moved to rusty dragon
Card 1 at Warrens is banished
Warrens Card 2 (Longsword +1) is moved to Junk Beach
Junk Beach(11) is shuffled
Shadow Clock(11) is shuffled
The Rusty Dragon(9) is shuffled with Guard on Bottom and Night Watch on top
Warrens (7) is shuffled
Wooden Bridge (6) is shuffled
Prison (2) has specified order (Slashing Blade, Blessing of Abadar)
Shrine of Lamashtu (9)
Wooden Bridge (8), Junk Beach(11), Prison(2) and Shadow clock(10) are shuffled.

Seelah - notshown |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 13 Blessings Deck Card 13: Blessing of the Gods
Give Card: None
Move: Move to Wooden Bridge
Seelah will explore the Wooden Bridge, which is shuffled. It consists of WB 5-9, plus Prison 8 (Soldier). Rolling 1d6+4 for card, 10 is the Soldier.
1d6 + 4 ⇒ (6) + 4 = 10 Prison Card 8: Soldier
The Soldier gets shuffled into the Shadow Clock deck as Seelah encounters a Henchman Bandit (DC 8)
Combat: 1d10+3; Katana +1:1d8+1 (treat 1s as 10s); Champion's Do-Maru +1 vs henchmen
STR Combat Check DC 8 to defeat: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (4) + 3 + (5) + 1 + 1 = 14 SUCCESS!
I discard the Researcher to explore again, rolling 1d5+4
1d5 + 4 ⇒ (1) + 4 = 5 Faceless Stalker
WIS check to keep the DC at 12: 1d8 ⇒ 6 Failed
Combat: 1d10+3; Katana +1:1d8+1 (treat 1s as 10s); Judgement Light: 1d4
STR Combat Check DC 14 to defeat: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (4) + 3 + (1) + 1 + (3) = 12 Failed
I recharge the Heavy Iron Shield to reroll the 1d8
Need a minimum of 3 to defeat monster: 1d8 ⇒ 6 Victory!
Divine Check to recharge Judgement Light: 1d8 + 1 ⇒ (3) + 1 = 4 Failed
Will reset my hand to 6; end turn
The Banner is back! +1 to all combats until Scott ruins it again!
The Wooden Bridge is down to 4 cards (#6-9) and is shuffled. P8 is now in the Shadow Clock deck, which is shuffled.
Seelah leaves Meliski to clean up at the prison and heads to the Wooden Bridge. She recognizes a prison guard there, but so does a gang member. Seelah covers the guard's escape, directing him to the Shadow Clock. The gang member is sent packing.
Seelah's researcher emerges from beneath the bridge, running from a faceless monstrosity. It takes all her skill, but Seelah puts an end to the creature.

Seelah - notshown. |

Posting Hand after recharging Eagle Knight Armor for Bandit.
Also, get to examine deck before shuffle. All remaining now after 2 explores is:
Wooden Bridge Card 6: Magic Leather Armor
Wooden Bridge Card 7: Pit Trap
Wooden Bridge Card 8: Merchant
Wooden Bridge Card 9: Blessing of Shelyn
Hand: Champion's Do-Maru, Katana +1, Blessing of the Gods, Cold Iron Longsword, Banner, Blessing of Angradd
Displayed:
Deck: 5 Discard: 3 Buried: 0
Notes:
Blessing of Angradd
Be sure to confirm before using card Blessing of Angradd and beyond
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"

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Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 14 Blessings Deck Card 14 / Blessing of Sarenrae
Give Card:None
Move: Stay at Prison
Encounter Top Card Slashing Blade
Reveal tools for 2 dice and use disable
Disable Check DC 9: 3d6 + 1 ⇒ (2, 5, 2) + 1 = 10 Success
Discard Blessing of Spellbound to explore to encounter Blessing of Abadar. Shuffle Blessing to Shadow Clock. Recharge Fire Snake Spell. Reveal Pike, tome, and cast burning snot spell for 1d4 and fire. Seelah's Banner is raised for +1.
Strength Check DC 8: 1d8 + 1d6 + 2d4 + 1 ⇒ (1) + (2) + (1, 3) + 1 = 8 Barely succeeded
Recharge Burning Snot with Tome DC 7: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9 Success
Prison is Empty. Attempting Temp Close
Diplomacy Check with Tome DC 6: 1d4 + 1d10 + 3 ⇒ (3) + (1) + 3 = 7 Success
On Closing, shuffle Fox back into deck.
Reset Hand and End turn
Hand: Cure, Seelah Boarding Pike, Armor of the Sands, Harsk Masterwork Tools, Binder's Tome
Displayed: Riffle Scrolls
Deck: 10 Discard: 3 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Strength d8 [ooc][ ] +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 [x] +1 [x] +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. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of the Spellbound 2 Burgler Fox Dilettante Burning Snot Life Drain Fire Snake Fly Sihedron Medallion
Recharged:
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Reiko the Ninja |

Move back to Wooden Bridge. Explore top card.
Random explore: 1d4 + 5 ⇒ (4) + 5 = 9 Blessing of Shelyn. Send to Shadow clock.
Reiko evades, and Seelah fights, and auto defeats a summoned bandit. She still needs to recharge a card though.
Discard Blessing of Abadar to explore again.
Random explore: 1d3 + 5 ⇒ (3) + 5 = 8 Merchant. Send to Rusty Dragon.
Reiko evades, and Seelah fights, and auto defeats another summoned bandit.
End turn; reset hand, revealing blue star and drawing 1
Hand: Shuriken + 1, Blue Star, Blowgun, Materialize, Bronzed Leather, Daggermark Poisoner,
Displayed: Alchemist's Kit,
Deck: 4 Discard: 5 Buried: 1
Notes: Will use blue star to add 1d6 and poison to a local combat check. Also use my spell to take out a barrier or monster for you.Materialize!:When another character would encounter a bane, discard this card to encounter it instead; if the character is at another location, before you act, move to his location. If you have the Assassin, Ninja, Rogue, or Slayer trait, add 3 to your checks.
After playing this card, if you do not have either the Arcane skill or the Ninja trait, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Dexterity d10 [x] +1 [x] +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 ([x] 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.)
Seelah has 2 recharges from bandit encounters. Only 2 cards left at wooden bridge: Card 6: Magic Leather Armor, Card 7: Pit Trap

Seelah - notshown. |

Hand: Champion's Do-Maru, Katana +1, Blessing of Angradd
Displayed: Banner
Deck: 7 Discard: 3 Buried: 0
Notes:
Blessing of Angradd
Be sure to confirm before using card Blessing of Angradd and beyond
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Heavy Iron Shield Horn of Battle Clarity Retriever Teamster
Recharged: Eagle Knight Dress Uniform, Blessing of the Gods, Cold Iron Longsword
Discard Pile:
Buried Pile:

Radillo. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 16 Blessings Deck Card 16 / Blessing of Iomedae
Give Card:None
Move: Rusty Dragon -> Shrine of Lamashtu
Encounter Card 1: Glibness
Shuffle to Shadow Clock and Encounter Henchman
Recharge Force Missile for Recharge. Cast Lightning Touch and put Force Missile back into hand.
Lightning Touch Spell: 2d4 + 1d10 + 5 ⇒ (1, 3) + (4) + 5 = 13 Auto Success
Recharge Spell DC 6: 1d10 + 5 ⇒ (5) + 5 = 10 Auto Success
Examine Deck:
2:Werewolf, 3:Blessing of the Gods, 4:Blessing of Shelyn, 5:Attic Whisperer, 6:Skinsaw Ritual, 7:Large Chest, 8:Zombie, 9:Blessing of Irori
End turn and reset hand
Hand: Augury 1, Force Missile 1, Seelah Aspergillum, Sapphire of Intelligence, Acid Arrow
Displayed:
Deck: 12 Discard: 0 Buried: 0
At start of Harsk turn, will cast Augury for Blessings;ignore 1
Random Card: 1d8 ⇒ 1 Card 2: WerewolfRandom Card: 1d7 ⇒ 6 Card 8: Zombie
Random Card: 1d6 ⇒ 1 Card 3: Blessing of the Gods
Put Blessing of the Gods as top card
Recharge Spell DC 8: 1d10 + 5 ⇒ (5) + 5 = 10 Success
Hand: Force Missile 1, Seelah Aspergillum, Sapphire of Intelligence, Acid Arrow, Lightning Touch 1
Displayed:
Deck: 12 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Blessing of Shelyn, Sage, Jinx Eater, Force Missile 2
Recharged: Detect Magic, Fox, Staff of Minor Healing, Blessing of Sivanah, Augury 2, Blessing of Abadar, Lightning Touch 2, Augury 1
Discard Pile:

HARSK 341416-1001. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 17 Blessings Deck Card 17 / Blessing of the Gods/ooc]
[ooc]Give Card: None
Move: Stay at Rusty Dragon
Random Rusty Dragon Card: 1d10 ⇒ 5 Card 7: Guard
Shuffle Guard into Shadow Clock
Recharge Deathbane Crossbow and reveal Throwing Axe
Throwing Axe +1 DC 8: 1d8 + 1d10 + 6 + 1 ⇒ (7) + (4) + 6 + 1 = 18 Auto Success
Examine Deck and roll: 1d6 ⇒ 1 Gallows Weapons
Discard Blessing to explore again
Random Card: 1d9 ⇒ 8 Standard Bearer
Shuffle ally into deck Shadow Clock
Recharge Wolfhide Armor and reveal Throwing Axe
Throwing Axe +1 DC 8: 1d8 + 1d10 + 6 + 1 ⇒ (1) + (10) + 6 + 1 = 18 Auto Success
Examine Deck and roll: 1d6 ⇒ 3 Armors
reset hand and end turn
Hand: Blessing of Erastil, Chakram, Returning Throwing Axe 2, Blessing of the Samurai 2, Returning Throwing Axe 1
Displayed:
Deck: 7 Discard: 3 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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +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 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blood Periapt Emerald of Dexterity Blessing of Milani
Recharged: Surgeon, Arquebus, Deathbane Light Crossbow +1, Wolfhide Armor
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent : You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

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Summary since last BR:
3 random items used
Meliski acquired Wand of Force Missile AD2 from random items
Reiko acquired Blessing of Abadar from Blessing Deck
Radillo - Shrine of Lamashtu
Harsk - Rusty Dragon
Seelah - Wooden Bridge
Meliski - Prison
Reiko - Wooden Bridge
Junk Beach(11):Mx2,Bax1,Wx2,Arx2,Ix4 is shuffled
Shadow Clock(17):Mx2,Bx3,Wx2,Spx2,Arx1,Ix1,Alx4,Blx2 is shuffled
The Rusty Dragon(8):Mx2,Spx1,Ix1,Alx4 is shuffled
Warrens (7) is shuffled
Wooden Bridge (2) is shuffled
Prison is Closed
Shrine of Lamashtu (8) is shuffled

Seelah - notshown |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 18 Blessings Deck Card 18: Blessing of Pharasma
At the start of my turn, I examine the top card of the Wooden Bridge. If it's a boon (the armor), it goes to the bottom of the deck. If it's the Pit Trap, it stays on top. Either way, the Pit Trap is on top, the armor is underneath.
Give Card: None
Move: Move Shrine
Explore: the Shrine
Blessing of the Gods (SL 3) is the top card. I send it to the Shadow Clock. Seelah and Radillo encounter a Henchman Bandit (DC 8). I recharge Champion's Do-Maru.
Combat: 1d10+3; Katana +1: 1d8+1 (treat 1s as 10s); Banner: +1
STR Combat Check DC 8 to defeat: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (9) + 3 + (1) + 1 + 1 = 15 24 SUCCESS!
I examine the deck, with no chance of closing. The current order is:
1d7 ⇒ 5 Large Chest (SR 7)
1d6 ⇒ 1 Werewolf (SR 2)
1d5 ⇒ 4 Zombie (SR 8)
1d4 ⇒ 1 Blessing of Shelyn (SR 4)
1d3 ⇒ 1 Attic Whisperer (SR 5)
1d2 ⇒ 1 Skinsaw Ritual (SR 6)
Blessing of Irori (SR 9)
I discard the Blessing of Angradd to explore again and encounter the Large Chest.
STR Combat Check DC 10 to smash it open: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (7) + 3 + (6) + 1 + 1 = 18 SUCCESS!
I gain 1d4 ⇒ 2 random weapons:
1d5 ⇒ 2: Longbow +1
1d4 ⇒ 1: Returning Throwing Axe +1
Will reset my hand to 6; end turn
Remember the Banner! +1 to all combats!
Hand: Katana +1, zLongbow+1, zReturning Throwing Axe +1, Heavy Iron Shield, Horn of Battle Clarity, Teamster
Displayed: Banner
Deck: 5 Discard: 4 Buried: 0
Notes:
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Retriever
Recharged: Eagle Knight Dress Uniform, Blessing of the Gods, Cold Iron Longsword, Champion's Do-Maru
Discard Pile:
Buried Pile:

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Whew big update! Please let me know if there's anything I missed.
During This Adventure:
During This Scenario: When you would encounter a boon, shuffle it into another
open location deck instead; if you are at the only open location,
shuffle it into your location deck. Then, each character at your
location summons and encounters the henchman Bandit. After all
henchman encounters are resolved, if at least 1 character defeated
her henchman, examine your location deck, then roll 1d6:
1: The Gallowed—If there are at least 4 weapons in your location
deck, your location is automatically closed. Before closing,
shuffle all of its boons and deal them as evenly as possible into
any open location decks, then shuffle those decks.
2: The Creepers—If there are at least 4 spells in your location deck,
your location is automatically closed. Before closing, shuffle all
of its boons and deal them as evenly as possible into any open
location decks, then shuffle those decks.
3: The Washside Wranglers—If there are at least 4 armors in your
location deck, your location is automatically closed. Before
closing, shuffle all of its boons and deal them as evenly as
possible into any open location decks, then shuffle those decks.
4: The Tower Girls—If there are at least 4 items in your location
deck, your location is automatically closed. Before closing,
shuffle all of its boons and deal them as evenly as possible into
any open location decks, then shuffle those decks.
5: Doolun’s Lads—If there are at least 4 allies in your location deck,
your location is automatically closed. Before closing, shuffle all
of its boons and deal them as evenly as possible into any open
location decks, then shuffle those decks.
6: The Wreckwash Blades—If there are at least 4 blessings in your
location deck, your location is automatically closed. Before
closing, shuffle all of its boons and deal them as evenly as
possible into any open location decks, then shuffle those decks.
To win the scenario, close all of the locations.
Additional Rules:
Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.
Turn: 18, Seelah/notshown
Monsters
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Barriers
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Spells
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom
Divine 2
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Basic
Divine
Magic
Mental To Acquire:
Wisdom
Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Armors
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
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.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
Blessings Deck
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 4 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Caltrops, Longsword +1 shuffled in, Chain Mail shuffled in
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
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.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster 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.
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
Shadow Clock
At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 2 Ar: 1 I: 1 Al: 4 Bl: 3 ?: 0
Located/Displayed Here: Soldier, Soldier, Guard, Blessing of Shelyn, Standard Bearer, Glibness
Shuffled in
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.
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.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Fiery Weapon
3: Guide
4: Night Watch
6: Potion of Hiding
8: Mercenary
9: Goblin Commando
10: Night Watch (from Wooden Bridge)
also Merchant
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
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 Stealth check.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: none
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Prison
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,
Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Radillo/Jake_Bloom, Seelah/notshown, 2:Werewolf, 3:Blessing of the Gods, 4:Blessing of Shelyn, 5:Attic Whisperer, 6:Skinsaw Ritual, 7:Large Chest, 8:Zombie, 9:Blessing of Irori
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Radillo. |

For Bandit on Seelah's Turn, Radillo puts Acid Arrow on bottom for recharge, casts Lightning Touch 1 and puts Acid Arrow back into hand.
Auto success against bandit 1d10+2d4+5+1
Auto success on recharge for Lightning Touch
For Bandit on Meliski's turn, Radillo puts Force Missile 1 on bottom for recharge, casts Acid Arrow and puts Force Missile 1 back into Hand.
Auto success against bandit again
Auto success on recharge for Acid Arrow (DC 6)
Hand: Force Missile 1, Seelah Aspergillum, Sapphire of Intelligence
Displayed:
Deck: 14 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}: Blessing of Shelyn, Sage, Jinx Eater, Force Missile 2
Recharged: Detect Magic, Fox, Staff of Minor Healing, Blessing of Sivanah, Augury 2, Blessing of Abadar, Lightning Touch 2, Augury 1, Lightning Touch 1, Acid Arrow
Discard Pile:

HARSK 341416-1001. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 19 Blessings Deck Card 1 / Blessing of Shelyn
Give Card:None
Move: Prison -> Shrine of Lamashtu
Use power to explore bottom card- Shrine to Lamashtu Card 6 (Blessing of Irori).
Shuffle Blessing into Shadow Clock
Radillo did her check above. Seelah can recharge a card and auto-succeed with katana and banner
Recharge Harsk's tools, reveal boarding pike and tome and banner. Did not succeed first time. Recharge armor to reroll D8
Strength Check DC8: 1d8 + 1d6 + 1d4 + 1 ⇒ (1) + (3) + (1) + 1 = 6
Reroll Strength Check DC8: 1d8 + 5 ⇒ (4) + 5 = 9 Success
Will shuffle Shrine due to use of my power
Reset hand and end turn
Hand: Cure, Seelah Boarding Pike, Sihedron Medallion, Fly, Binder's Tome
Displayed: Riffle Scrolls
Deck: 10 Discard: 3 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
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 [x] +1 [x] +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. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Blessing of Milani Blessing of the Spellbound 2 Burgler Fox Dilettante Burning Snot Life Drain Fire Snake
Recharged: Harsk Masterwork Tools, Armor of the Sands
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

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Note...Turn 19 was actually Meliski's turn.
Also, Seelah slaps the dwarf silly for not leaving the lycanthrope on top and Meliski decides not to shuffle location after exploring bottom card

Reiko the Ninja |

Blessing is abadar. Move to Wooden Bridge. Before encounter, recharge Daggermark Poisoner to draw random poison card from discard. Only such card is scorpion whip. Explore card 1: Pit Trap. Reveal blue star for poison power.
Acro 8: 1d10 + 5 + 1d6 ⇒ (8) + 5 + (4) = 17 Defeated, so free explore
Explore card 2: Magic Leather Armor. Shuffle into junk beach. Evade summoned Bandito
Empty location, so Attempt to close.
Stealth 6: 1d10 + 5 ⇒ (9) + 5 = 14 Auto defeated! Closed!
When closing effect: bury scorpion whip to recharge B.o. Abadar.
End turn, reset hand, revealing blue star, drawing 1
Hand: Shuriken + 1, Blue Star, Blowgun, Materialize, Bronzed Leather, Rochin,
Displayed: Alchemist's Kit,
Deck: 5 Discard: 4 Buried: 2
Notes: Will use blue star to add 1d6 and poison to a local combat check. Also use my spell to take out a barrier or monster for you.Materialize!:When another character would encounter a bane, discard this card to encounter it instead; if the character is at another location, before you act, move to his location. If you have the Assassin, Ninja, Rogue, or Slayer trait, add 3 to your checks.
After playing this card, if you do not have either the Arcane skill or the Ninja trait, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.
Dexterity d10 [x] +1 [x] +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 ([x] 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.)

Reiko the Ninja |

BAMF! The warewolf lunges towards Radillo, and Reiko appears in a cloud of smoke.
Discard Materialize. Reveal Shuriken and blue star.
Combat 13: 3 + 1d10 + 5 + 2d4 + 1 ⇒ 3 + (8) + 5 + (4, 3) + 1 = 24
Reiko tosses enough shurikens at the beast that the moonbeams shine through it before it drops.
Updating hand:
Hand: Shuriken + 1, Blue Star, Blowgun, Bronzed Leather, Rochin,
Displayed: Alchemist's Kit,
Deck: 5 Discard: 5 Buried: 2
Notes: Will use blue star to add 1d6 and poison to a local combat check.
Dexterity d10 [x] +1 [x] +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 ([x] 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.)

Radillo. |

Radillo looks at the downed werewolf and comments, "very wise to carry silver shurikens I see"
Reset Hand and End Turn
Hand: Force Missile 2, Force Missile 1, Seelah Aspergillum, Sapphire of Intelligence, Sage, Blessing of Shelyn
Displayed:
Deck: 11 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
Strength d6 [ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}:
Recharged: Detect Magic, Fox, Staff of Minor Healing, Blessing of Sivanah, Augury 2, Blessing of Abadar, Lightning Touch 2, Augury 1, Lightning Touch 1, Acid Arrow
Discard Pile:

HARSK 341416-1001. |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 22 Blessings Deck Card 4 / Blessing of Sarenrae
Give Card: None
Move: Rusty Dragon->Shrine of Lamashtu
Explore and Encounter next Card: Zombie.Reveals both of his Axes but can only use one along with Banner..No tome due to mental trait
Returning Throwing Axe DC 9: 1d8 + 1d10 + 6 + 1 ⇒ (3) + (7) + 6 + 1 = 17 Success
"Hey Cuz!, After you mend Seelah's bones, send me over to the Beach so I can do some serious scouting ahead of the Warrens and the Rusty Dragon!" Meliski finishes his cure spell, urges Harsk to hold on, and casts fly on Harsk.
Meliski Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3 Cast cure on Seelah
Meliski Recharge Cure Spell with Tome DC 8: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14 Recharged
Meliski Recharge Fly with Tome DC 10: 1d10 + 3 + 1d4 ⇒ (7) + 3 + (1) = 11 Cast Fly and successfully recharged. First look at top cards at Warrens and Rusty Dragon
Warrens Card 1: Holy Light
Rusty Dragon 1: Night Watch
Reset Hand and End Turn scouting Card at Junk Beach. Since armor from bridge shuffled here it is random
random Card, 12 is Magic Leather Armor: 1d12 ⇒ 4 Card 4 is Leather Armor
Hand: Blessing of Erastil, Chakram, Returning Throwing Axe 2, Blessing of the Samurai 2, Returning Throwing Axe 1
Displayed:
Deck: 7 Discard: 3 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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +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 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blood Periapt Emerald of Dexterity Blessing of Milani
Recharged: Surgeon, Arquebus, Deathbane Light Crossbow +1, Wolfhide Armor
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent : You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

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Rolling DC4 wisdom checks for Radillo (recharging Sapphire of Intelligence to roll 1d10), Meliski, and Reiko
Radillo Wisdom Check: 1d10 + 0 ⇒ (4) + 0 = 4 Success
Meliski Wisdom Check: 1d6 + 0 ⇒ (1) + 0 = 1 Fail..Discard Sihedron Medallion
Reiko Wisdom Check: 1d4 + 0 ⇒ (1) + 0 = 1 Fail..not sure if can evade so leave for Reiko to decide

Seelah - notshown |

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Recharged Longbow +1 from Bandit encounter on Mileski's turn
Received Cure from Mileski on Harsk's turn (3 cards are shuffled into deck).
1d4 ⇒ 2 Researcher
1d3 ⇒ 3 Blessing of Angradd
1d2 ⇒ 1 Blessing of the Samurai
Turn 23 Blessings Deck Card 5: Blessing of Torag
At the start of my turn, I examine the top card of the Shrine: Blessing of Shelyn. It goes to the bottom of the deck.
Also at the start of my turn, I discard Returning Throwing Axe +1 to allow Reiko to shuffle two random cards from their discard into their deck.
Give Card: None
Move: Stay at Shrine
Explore: the Shrine, encounter Attic Whisperer. Seelah, Reiko, Radillo, and Meliski must each make a Wisdom 4 check.
1d8 ⇒ 3 Juuuuust missed it. Discarding Heavy Iron Shield.
Combat: 1d10+3; Katana +1: 1d8+1 (treat 1s as 10s); Banner: +1
STR Combat Check DC 10 to defeat: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (6) + 3 + (8) + 1 + 1 = 19 VICTORY!
Discard Teamster to explore again: encounter Skinsaw Ritual. Reiko, Radillo, and Meliski must each fight a Skinsaw Cultist (DC 11).
Combat: 1d10+3; Katana +1: 1d8+1 (treat 1s as 10s); Banner: +1; Meliski's Tome: +1d4
STR Combat Check DC 11 to defeat: 1d10 + 3 + 1d8 + 1 + 1 + 1d4 ⇒ (4) + 3 + (2) + 1 + 1 + (4) = 15 VICTORY!
Will reset my hand to 6; end turn
Remember the Banner! +1 to all combats!
Hand: Katana +1, Blessing of the Gods, zLongbow+1, Researcher, Champion's Do-Maru, Retriever
Displayed: Banner
Deck: 5 Discard: 4 Buried: 0
Notes:
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Cold Iron Longsword Eagle Knight Dress Uniform Blessing of the Samurai Blessing of Angradd
Recharged: Horn of Battle Clarity
Discard Pile:
Buried Pile:

![]() |

Skinsaw Cultist with Banner and Tome. Harsk fire support recharging Chakram and Seelah Horn of Battle clarity for Meliski
Meliski DC11: 1d8 + 1d6 + 1d4 + 1d4 + 1 + 1d4 + 1 ⇒ (8) + (4) + (4) + (3) + 1 + (3) + 1 = 24 Success
Radillo Force Missile DC11: 2d4 + 1d10 + 5 + 1d4 + 1 ⇒ (3, 1) + (6) + 5 + (1) + 1 = 17 Success

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Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 24 Blessings Deck Card 6 / Blessing of Lamashtu
Give Card:None
Move: Stay at Shrine of Lamashtu
Encounter last card at shrine Lamashtu 3: Blessing of Shelyn. Shuffle it to Junk Beach to give it a shuffle. Reiko evades and everyone else encounters Bandit.
Seelah autosucceeds and needs to recharge a card.
Radillo recharges Sage, reveals aspergillum and with tome and banner
Radillo Strength Check DC8: 1d6 + 1d8 + 1d4 + 1 ⇒ (3) + (6) + (3) + 1 = 13 Success
Meliski brawls with Bandit with tome, banner, and Harsk fire support recharging returning throwing axe 1
Strength Check: 1d8 + 1d4 + 1 + 1d4 + 1 ⇒ (2) + (1) + 1 + (4) + 1 = 9 Success
Divine Check with Tome DC6: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (3) = 9 Success
Shrine of Lamashtu is Closed
Reset Hand and End Turn
Hand: Blessing of Milani, Fire Snake, Blessing of the Spellbound 2, Fox, Binder's Tome
Displayed: Riffle Scrolls
Deck: 9 Discard: 4 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
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 [x] +1 [x] +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. ([x] Then you may shuffle the location deck.)"
Middle {Order is not Known}: Burgler Dilettante Burning Snot Life Drain
Recharged: Harsk Masterwork Tools, Armor of the Sands, Cure, Fly, Seelah Boarding Pike
Discard Pile:
Buried Pile:
Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Seelah - notshown |

Out of turn post: Seelah recharged the Longbow +1.
Hand: Katana +1, Blessing of the Gods, Researcher, Champion's Do-Maru, Retriever
Displayed: Banner
Deck: 6 Discard: 4 Buried: 0
Notes:
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
POWERS:
" At the start of your ([ ] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([ ] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Cold Iron Longsword Eagle Knight Dress Uniform Blessing of the Samurai Blessing of Angradd
Recharged: Horn of Battle Clarity, zLongbow+1
Discard Pile:
Buried Pile:

Reiko the Ninja |

Reiko heals 2 on Seelah's turn: Bo Horus and Materialize. Thanks!
Take 1 damage from the attic whisperer: Discard Rochin.
Then for the ritual, Evade the skinsaw cultist (doesn't count as undefeated).
Start of turn, Reiko moves to Junk Beach There should be 13 cards, the 11 listed plus a leather armor and blessing of shelyn.
random explore: 1d13 ⇒ 12 Leather Armor. Send to Shadow Clock.
Bandit! Recharge blowgun for BYA. Reveal Shuriken, blue star, and banner.
Combat 8: 1d10 + 5 + 2d4 + 1 + 1 ⇒ (10) + 5 + (2, 2) + 1 + 1 = 21 Auto overkill.
Guild Roll: 1d6 ⇒ 5 Doolun’s Lads - Allies. No allies here, so location remains open.
End turn. Reset hand, revealing blue star and drawing 3
Hand: Shuriken + 1, Blue Star, Bronzed Leather, Bo Horus, Noxious Bomb, Bo Abadar,
Displayed: Alchemist's Kit,
Deck: 5 Discard: 4 Buried: 2
Notes: Will use blue star to add 1d6 and poison to a local combat check. 2 blessings available. Abadar adds 2 dice against a barrier, Horus adds 2 dice to non combat dex or electricity invoking checks
Dexterity d10 [x] +1 [x] +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 ([x] 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.)

Radillo. |

Determine order at Junk Beach - card 12- Leather Armor not there so 12 cards. 11 is other leather armor, 12 is blessing of Shelyn
random card: 1d12 ⇒ 9 12=Card from Shrine - Blessing of Shelyn
random card: 1d11 ⇒ 2 10=Card 11: Birdcruncher Crown
random card: 1d10 ⇒ 6 7=Card 8: Goblin Raid
random card: 1d9 ⇒ 4 8=Card 10: Yeth Hound
random card: 1d8 ⇒ 4 2=Card 2:Staff of Minor Healing
random card: 1d7 ⇒ 4 6=Card 9: Ogre
random card: 1d6 ⇒ 2 1=Card 1: Caltrops
random card: 1d5 ⇒ 4 2=card 5: chain mail
random card: 1d4 ⇒ 2 1=card 3: long sword+1
random card: 1d3 ⇒ 1 3=card from ? - Leather Armor
random card: 1d2 ⇒ 1 1=Card 6 Starknife
random card: 1d1 ⇒ 1 1=Card 7 Potion of Healing
Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 26 Blessings Deck Card 8 / Blessing of Desna
Give Card:None
Move: Shrine of Lamashtu -> Shadow Clock
Encounter random card 18 + Blessing of Irori, Blessing of Shelyn, Leather Armor
Random Card: 1d21 ⇒ 16 Card 16: Soldier
Shuffle Soldier to Rusty Dragon. Recharge Aspergillum. Cast Force Missile 1. Auto succeed attack and auto recharge.
Lightning Touch Spell: 2d4 + 1d10 + 5 + 1 ⇒ (3, 4) + (7) + 5 + 1 = 20
Recharge Spell DC 6: 1d10 + 5 ⇒ (3) + 5 = 8
Gang determination: 1d6 ⇒ 5 5 = Allies. Only count 3 allies..need to verify correct

Radillo. |

Shadow Clock has 20 cards and not 21.
18 + blessing of Irori from Shrine + leather armor from Junk Beach
random card: 1d20 ⇒ 20
Card encountered above is Leather armor. Armor is best shuffled into Junk Beach. That means 4 allies are at Shadow clock. Shadow Clock is closed and current boons that need to be shuffled into Junk Beach, Rusty Dragon, and Warrens
Standard Bearer, Glibness, Dart, Half-Plate, Dagger +1, Soldier, Holy Water, Blessing of Shelyn, Holy Light, BotG, Guard, Soldier, Blessing of Abadar
+ Blessing of Irori from Shrine
Reset Hand and End Turn
Hand: Jinx Eater, Detect Magic, Fox, Blessing of Shelyn, Staff of Minor Healing, Blessing of Sivanah
Displayed:
Deck: 11 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
Strength d6 [ooc][ ] +1 [ ] +2
Dexterity d8 [ ] +1 [ ] +2
Constitution d4 [ ] +1 [ ] +2 [ ]
Intelligence d10 [X] +1 [x] +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 ([X] 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.
Middle {Order is not Known}:
Recharged: Augury 2, Blessing of Abadar, Lightning Touch 2, Augury 1, Lightning Touch 1, Acid Arrow, Sapphire of Intelligence, Force Missile 2, Sage, Seelah Aspergillum, Force Missile 1
Discard Pile:

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Note: On turn 20, Magic Leather Armor was shuffled in to Junk Beach
On turn 25, same armor was encountered but was listed as leather armor. Magic Leather Armor should have been sent to Shadow Clock
On turn 26, magic leather armor is sent back to junk beach and remaining 14 items divided and shuffled between Junk Beach, Rusty Dragon, and Warrens.
2 weapon (dart, dagger +1)
2 spells (glibness, holy light)
1 armor (Half-Plate)
1 item (Holy Water)
4 allies (standard bearer, Soldier, Guard, Soldier)
4 blessings (Shelyn, BotG, Abadar, Irori)
Junk Beach
BR Listing M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 4 Al: 0 Bl: 0 ?: 0
Magic Leather Armor from turn 20, sent to Shadow Clock on turn 25, sent back to junk beach on turn 26
Blessing of Shelyn from turn 24
+5 Random
Current Listing M: 2 Ba: 1 W: 2 Sp: 0 Ar: 3 I: 4 Al: 0 Bl: 1 ?: 5
Rusty Dragon
BR Listing M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 0
+5 random
Current Listing M: 2 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 4 Bl: 0 ?: 5
Warrens
BR Listing M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
+4 random
Current Listing M: 2 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 4

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Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 27 Blessings Deck Card 9 / Blessing of Irori
Give Card:None
Move:Stay at Junk Beach
Explore:Roll for Card at Junk Beach: 1d18 ⇒ 1 - Card 1 - Caltrops is moved to Rusty Dragon
Recharge Blessing of Erastil
Reiko evades Bandit, I auto succeed with Throwing Axe with Banner
Location: 1d6 ⇒ 1 - Weapon No sure is we now have 4 weapons, I will explore again if need I will back it out
---This will not happen if Junk Beach is closed ----
Disacard Blessing of the Samurai 2 to explore
Explore:Roll for Card at Junk Beach: 1d17 ⇒ 5 - Starknife is moved to Rusty Dragon
Reiko evades Bandit
Recharge Returning Throwing Axe 2
Will use 1d6 from Reiko and Blessing from Radillo
Bandit - Combat DC 8: 3d6 + 1 ⇒ (2, 1, 3) + 1 = 7 - Failed
Will reset hand after we know if Junk Beach is closed or not.

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Moved BotG, Standard Bearer, Glibness, Dart, Soldier to Junk Beach
Moved BoShelyn, Blessing of Irori, Half-Plate, Holy Light, Soldier to Rusty Dragon
Moved BoAbadar, Dagger +1, Holy Water, Guard to Warrens
There are only 3 Weapons, so Junk Beach isn't closed after Harsk's first explore.
I'll let Harsk rewind Reiko's evade so Reiko has a chance to defeat the Bandit. Or if Harsk has a mat reroll (for the weapon die), he can use that.
During This Adventure:
During This Scenario: When you would encounter a boon, shuffle it into another
open location deck instead; if you are at the only open location,
shuffle it into your location deck. Then, each character at your
location summons and encounters the henchman Bandit. After all
henchman encounters are resolved, if at least 1 character defeated
her henchman, examine your location deck, then roll 1d6:
1: The Gallowed—If there are at least 4 weapons in your location
deck, your location is automatically closed. Before closing,
shuffle all of its boons and deal them as evenly as possible into
any open location decks, then shuffle those decks.
2: The Creepers—If there are at least 4 spells in your location deck,
your location is automatically closed. Before closing, shuffle all
of its boons and deal them as evenly as possible into any open
location decks, then shuffle those decks.
3: The Washside Wranglers—If there are at least 4 armors in your
location deck, your location is automatically closed. Before
closing, shuffle all of its boons and deal them as evenly as
possible into any open location decks, then shuffle those decks.
4: The Tower Girls—If there are at least 4 items in your location
deck, your location is automatically closed. Before closing,
shuffle all of its boons and deal them as evenly as possible into
any open location decks, then shuffle those decks.
5: Doolun’s Lads—If there are at least 4 allies in your location deck,
your location is automatically closed. Before closing, shuffle all
of its boons and deal them as evenly as possible into any open
location decks, then shuffle those decks.
6: The Wreckwash Blades—If there are at least 4 blessings in your
location deck, your location is automatically closed. Before
closing, shuffle all of its boons and deal them as evenly as
possible into any open location decks, then shuffle those decks.
To win the scenario, close all of the locations.
Additional Rules:
Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand. If defeated, you may immediately attempt to close this location.
Turn: 27, Harsk/TheGreatNateO
Monsters
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Barriers
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Weapons
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
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.
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Spells
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
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.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Allies
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 2
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 1 W: 3 Sp: 1 Ar: 3 I: 3 Al: 2 Bl: 2 ?: 0
Located/Displayed Here: Reiko/eddiephlash, Caltrops, Longsword +1 shuffled in, Chain Mail shuffled in
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.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity
Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Weapon B
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
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.
Spell B
Traits:
Arcane
Divine
Elite
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
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, Soldier, Soldier, Guard, Blessing of Shelyn, Standard Bearer, Glibness
Shuffled in
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 2 Al: 5 Bl: 2 ?: 0
Located/Displayed Here: Fiery Weapon
3: Guide
4: Night Watch
6: Potion of Hiding
8: Mercenary
9: Goblin Commando
10: Night Watch (from Wooden Bridge)
also Merchant
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Spell 1
Traits:
Arcane
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 0
Located/Displayed Here: None
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.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Wooden Bridge
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
Prison
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Shrine to Lamashtu
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Seelah/notshown, 2:Werewolf, 3:Blessing of the Gods, 4:Blessing of Shelyn, 5:Attic Whisperer, 6:Skinsaw Ritual, 7:Large Chest, 8:Zombie, 9:Blessing of Irori

HARSK 341416-1001. |

Posting Hand..since no item was put in Junk Beach and nothing of 4 no sense on doing 2nd explore.
Hand: Blood Periapt, Emerald of Dexterity, Returning Throwing Axe 2, Blessing of the Samurai 2, Blessing of Milani
Displayed:
Deck: 7 Discard: 3 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:
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +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 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}:
Recharged: Surgeon, Arquebus, Deathbane Light Crossbow +1, Wolfhide Armor, chakram, Returning Throwing Axe 1, Blessing of Erastil
Discard Pile:
Buried Pile:
[ ] [ ] Society Agent : You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.