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

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


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Liberty's Edge

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

Out of Turn update. Recharge Cure Spell Reveal Naginata and Tome.

Naginata (drop d8 after) DC 8: 3d8 + 1d4 ⇒ (2, 4, 8) + (1) = 15 15-2=13 Bandit is defeated. Rest of Cards are examined;not enough to warrant roll:
3 Diseased Rats
4 Troubadour
5 Bunyip
6 Ring of Protection
7 Explosive Runes
8 Slashing Blade
9 Goblin Pyro
1 Night Watch

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 3 - Blessings Deck Card 2 / Blessing of Shelyn
Give Card:None
Stay at Prison

Explore Card Prison Card 3: Diseased Rats. Cast Life Drain and reveal tome for the Bag of Rats. Recharge Fox to Reroll d10

Life Drain Spell DC 11: 2d4 + 1d10 + 3 + 1d4 ⇒ (2, 2) + (1) + 3 + (2) = 10
Life Drain Spell Reroll DC 11: 9 + 1d10 ⇒ 9 + (10) = 19 Rats Defeated
Recharge Life Drain DC 9: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14 Recharged
Only card (Lightning Bolt) in discard pile is shuffled into deck

Diseased Rats:

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

Reveal Lexicon for Handsize +1 and end turn

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Lightning Bolt, Blessing of the Spellbound, Cure, Locate Object

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.
Cure, Locate Object, Blessing of the Spellbound, Byzantine Lexicon
Be sure to confirm before using card Blessing of the Spellbound and beyond

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of Nethys,LimitedExplore Helm of Telepathy Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Life Drain Fire Snake Fly Holy Candle
Recharged:
Discard Pile:
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.


Human Saboteur Ninja, Tier 6, Deck Handler

In the hour of the Gods, Reiko stretches as she resumes her watch over the wooden bridge.

Explore wooden bridge 1: Trapped Locker. Discard Bo Horus.
She notices a locker near the guard tower that she hadn't seen before. Probably trapped.
Dex 9: 3d10 + 2 ⇒ (2, 9, 1) + 2 = 14 Defeated!
She picks up a half-plate that was inside.

Discard Bo Abadar to explore card 2: Ghoul. Reveal Chakram.
Reiko curses herself as she realizes almost too late that an undead creature is shambling toward her. Luckily she is fast.
Combat 11: 1d10 + 4 + 1d8 + 1 ⇒ (7) + 4 + (8) + 1 = 20 Defeated!

End turn. Reset hand, drawing 2.

Reiko wrote:

Hand: Bronzed Leather, Galvanic Chakram + 1, Sacred Candle, Bo Kofusachi, Chain Vortex,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Will use Sacred candle at the first Blessing 2 turn. Feel free to use blessings.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 5 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Junk Beach
Explore: Junk Beach Card 3 - Blast Stone (Item B), I will move this boon to Rusty Dragon and it is shuffled in to that location.

I will Summon and Encounter: Henchman Bandit, I will Recharge: Archer's Bracers before Comabat

Bandit:

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.

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Bandit - Combat DC 8: 1d10 + 1d8 + 6 ⇒ (2) + (8) + 6 = 16 - Success

I will Discard: Blessing of Erastil to Explore: Junk Beach Card 4 - Zombie Horde (Barrier 2)
Each character at an open location summons and encounters a Zombie Minion henchman

Zombie Minion:

Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Zombie Minion - Combat 9: 1d10 + 1d8 + 6 ⇒ (8) + (3) + 6 = 17 - Success

I will Pause Turn for others to fight Zombie Minion

Liberty's Edge

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

Out of Turn Zombie combat. Use Lightning bolt and tome for recharge

Lightning Bolt Spell DC 9: 3d6 + 1d10 + 3 ⇒ (3, 4, 4) + (10) + 3 = 24 Zombie is electrocuted
Recharge Lightning Bolt DC 10: 1d10 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7 Spell is Discarded.

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Blessing of the Spellbound, Cure, Locate Object

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Cure, Locate Object, Blessing of the Spellbound, Byzantine Lexicon
Be sure to confirm before using card Blessing of the Spellbound and beyond

When/if Seelah encounters a bandit, the following spoiler can be used. I will recharge locate object.

Bandit on Seelah's Turn:

Naginata (drop d8 after) with Tome DC 8: 3d8 + 1d4 ⇒ (3, 7, 3) + (4) = 17-3=14 Bandit is defeated


Out of Turn Zombie combat. Use Chain Vortex using 2d6 + Acrobatics (1d10+2+3) (no poison card to reveal)

Chain Vortex DC 9: 1d10 + 2d6 + 2 + 3 ⇒ (7) + (5, 5) + 2 + 3 = 22 Zombie Defeated
Spell is discarded


Out of Turn Zombie combat. Use Cold Iron Mace +1 1d8+1 and Strength Melee 1d10+3

Combat 9: 1d10 + 3 + 1d8 + 1 ⇒ (7) + 3 + (6) + 1 = 17 Victory!

Grand Lodge

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

Resume Turn -

I will Discard:Blessing of Shax to Explore: Junk Beach Card 5 - Cultist (Monster B)

Cultist:

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

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Cultist - Combat DC 9: 1d10 + 1d8 + 6 ⇒ (1) + (5) + 6 = 12 - Success

I will Discard:Blessing of Milani to Explore: Junk Beach Card 6 - Potion of Ghostly Form (Item B), I will move this boon to Rusty Dragon and it is shuffled in to that location.

I will Summon and Encounter: Henchman Bandit, I will Recharge: Holy Candle before Comabat.

Bandit:

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.

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Bandit - Combat DC 8: 1d10 + 1d8 + 6 ⇒ (4) + (5) + 6 = 15 - Success

1st Bandit Scenario Effect: 1d6 ⇒ 5 - No Allies, Location stays Open
2nd Bandit Scenario Effect: 1d6 ⇒ 6 - No Blessings, Location stays Open

I will end my turn and reset my hand to 6

Harsk wrote:

Hand: Surgeon, Blessing of Angradd, Snow Leopard, Returning Throwing Axe +1 (2), Returning Throwing Axe +1 (1), Toxic Blunderbuss +1

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: 2 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Snow Leopard, Surgeon, Blessing of Angradd
Be sure to confirm before using card Surgeon and beyond
Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of the Samurai Tooled Crocodile Skin Deathbane Light Crossbow +1 Masterwork Tools
Recharged: Venomous Hand Crossbow + 1, Archer's Bracers, Holy Candle
Discard Pile:Saber-Toothed Tiger, Blessing of Erastil, Blessing of Shax, Blessing of Milani
Buried Pile:

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 6 - Card 5: Blessing of Torag

At the Start of my turn, I examine the top card of my location deck.
Prison Card 4: Troubadour (Ally B). It is a boon, so it goes to the bottom of the deck.

Give Card: None
Move: Stay at Prison

Explore: Prison Card 5: Bunyip (Monster B)

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

Wisdom 9: 1d8 + 1 ⇒ (3) + 1 = 4 Fail, Difficulty of checks are increased by 1.

Combat Breakdown:
Bunyip Combat 8+1= 9
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Meliski's Binder's Tome 1d4

Combat 9: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (5) + 3 + (4) + 1 + (2) = 15 Victory!

I discard Teamster to explore again. Prison Card 6: Ring of Protection (Item 2)
Prison Card 2 is shuffled into the Rusty Dragon.
Seelah and Meliski summon and encounter the henchman Bandit.

Before the encounter, I recharge Blessing of the Samurai.

Combat Breakdown:
Bandit Combat 8+1= 9
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Meliski's Binder's Tome 1d4
Champion's Do-Maru +1 vs Henchman

Combat 9: 1d10 + 3 + 1d8 + 1 + 1d4 ⇒ (8) + 3 + (7) + 1 + (2) = 21 Victory!

I reset my hand and end my turn.
Spreadsheet has been updated.
Prison Deck now looks like this:
7 - Explosive Runes (Barrier)
8 - Slashing Blade (Barrier)
9 - Goblin Pyro (Monster)
1 - Night Watch (Ally)
4 - Troubadour (Ally)

Seelah pointedly ignores a lonely troubadour playing a somber tune in the corner. She finds a locked door labeled "Bunyip". Assuming it's the nickname for some street tough, she opens it and enters the room, plunging into waist-high water. Before her mind can catch up to her circumstances, an actual bunyip lunges at her. A short, fierce combat ensues, with the paladin standing victorious. "Bunyip," she growls. "Should say 'WARNING, FEROCIOUS SEA CREATURE IN A PARTIALLY SUBMERGED PRISON CELL.'"

Argyle helps her out of the cell. "Lookit dis, boss! While yer were tusslin', I gots a shiny ring!" Immediately, a guild bandit emerges from the shadows. "I'll be takin' that!" he asserts.

Seelah interposes herself between the bandit and the teamster. "Get that to the Rusty Dragon. I'll handle this."

"We'll handle this!" corrects Meliski, as he faces down another bandit.

Seelah wrote:

Hand: Kabuto Helmet, Champion's Do-Maru, Cold Iron Mace +1, Blessing of Tsukiyo, Knight's Pennon, Scribe

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Knight's Pennon is available for the next monster encounter.

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Cold Iron Longsword Four-Mirror Armor Gem of Physical Prowess Riding Horse Blessing of the Gods Blessing of Angradd
Recharged: Cure, Blessing of the Samurai
Discard Pile:Teamster
Buried Pile:

Liberty's Edge

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

Out of turn results for Bandit on Seelah's turn is listed above..recharged Locate Object

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 7 - Blessings Deck Card 6 / Blessing of the Gods
Give Card:None
Stay at Prison
Explore Prison Card 7: Explosive Runes. Will reveal Tome and discard spellbound blessing

Arcane Check DC 8+2=10: 2d10 + 3 + 1d4 ⇒ (1, 10) + 3 + (4) = 18 Explosive Runes are removed

Explosive Runes:

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

End Turn and Reset Hand revealing Lexicon

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Helm of Telepathy, Life Drain, Cure, Bound Lantern Archon

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.

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 18
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of Nethys,LimitedExplore Fox Cleric of Nethys,LimitedExplore Fire Snake Fly Holy Candle
Recharged: Locate Object
Discard Pile:Lightning Bolt, Blessing of the Spellbound
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.

Liberty's Edge

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

After blessing is drawn on Reiko's turn (BotG), I will use Archon to look at my deck.
Holy Candle
Blessing of Milani
Cleric of Nethys,LimitedExplore
Will put Blessing in hand, Cleric as top card and Holy candle as 2nd card of deck

Arcane Check DC 10: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12 Archon is recharged

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Helm of Telepathy, Life Drain, Cure, Blessing of Milani

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.
Cure, Life Drain, Helm of Telepathy, Blessing of Milani, Byzantine Lexicon
Be sure to confirm before using card Helm of Telepathy and beyond

Deck, Discard, Buried:
Known Top: Cleric of Nethys,LimitedExplore, Holy Candle

Middle {Order is not Known}: Blessing of Abadar Blessing of Nethys,LimitedExplore Fox Fire Snake Fly
Recharged: Locate Object, Bound Lantern Archon
Discard Pile:Lightning Bolt, Blessing of the Spellbound
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko's Turn, turn 8: Blessing is Abadar. AD2, so bury Sacred candle to acquire it.

Reiko lights her candle and feels extra blessed by Abadar during the Gold-fisted one's hour. She continues her watch over the bridge.

Explore wooden bridge card 3: Blessing of Shelyn. Send to Rusty Dragon. Evade Bandit encounter.
During her meditation over the candle, Reiko sees an image of Shelyn, but it quickly floats away towards the Inn. Through the candle's smoke, a bandit approaches. Reiko slips away before being noticed.

Discard Bo Kofusachi to explore card 4: Troubadour. Send to Rusty Dragon. Evade Bandit encounter.

Was it a bandit or a Poet? Hard to tell these days.

Discard Box Abadar to explore card 5: Carrionstorm. Reveal and discard chakram.
Suddenly, a flock of nasty bird things approaches the bridge. "Finally, some action!"
Combat 12: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (1) + 4 + (5) + 1 + (4) = 15

The chakram slices its way through the flock and the bird-things dissipate, many of them falling to the ground.

End turn. Reset hand, drawing 4.

Reiko wrote:

Hand: Bronzed Leather, Master Cartman, Alchemist's Kit, Shuriken + 1, Rochin,

Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Boon acquisition is a bust, so Cartman will be used to move/explore after Bridge shenanigans next turn. Assume to display Alchemist's Kit on next turn as well.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)


Turn Order - Harsk, Seelah, Meliski, Reiko
Turn #9 - Top of Blessings Discards Deck: Blessings Deck Card 8 / Blessing of Abadar
Give Card: None
Move: Junk Beach -> Prison
Will recharge Surgeon to heal 1 random card in Seelah's Discard Pile
Meliski will then heal Harsk
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure Spell with tome DC 8: 1d10 + 1d4 + 3 ⇒ (3) + (2) + 3 = 8

Explore: Prison Card 8: Slashing Blade. Meliski will discard Blessing of Milani

Dexterity Check DC 9: 3d10 + 2 ⇒ (8, 10, 4) + 2 = 24

Slashing Blade:

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

Updated Spreadsheet. Will reset hand and end turn

Harsk wrote:

Hand: Masterwork Tools, Blessing of Angradd, Snow Leopard, Returning Throwing Axe +1 (2), Returning Throwing Axe +1 (1), Toxic Blunderbuss +1

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: 2 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Returning Throwing Axe +1 (1)

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of the Samurai Blessing of Erastil Tooled Crocodile Skin Surgeon Deathbane Light Crossbow +1 Venomous Hand Crossbow + 1 Archer's Bracers Holy Candle
Recharged:
Discard Pile:Saber-Toothed Tiger, Blessing of Milani
Buried Pile:

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Harsk's Surgeon healed Teamster (the only card on my discard pile), which is shuffled back into my deck

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 10 - Card 9: Blessing of Irori

At the Start of my turn, I discard Champion's Do-Maru to allow Meliski to shuffle 2 random cards from his discard pile back into his deck.

Give Card: None
Move: Prison -> Junk Beach

Explore: Junk Beach Card 7: Enchanter (Monster B)

Enchanter:
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

I reveal Kabuto Helmet to reduce the BtE damage by 1 to 0.

Combat Breakdown:
Enchanter Combat 8+2= 10
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon plus Scribe plus Reiko's Master Cartman +3

Combat 9: 1d10 + 3 + 1d8 + 1 + 3 ⇒ (1) + 3 + (2) + 1 + 3 = 10 Narrow Victory!
I reveal Kabuto Helmet to reduce the AtE damage by 1 to 0.

I discard Scribe to explore again.
Junk Beach Card 8: Dagger +1 (Weapon 1)
Junk Beach Card 8 is shuffled into the Rusty Dragon.
I summon and encounter the henchman Bandit.

Bandit:
Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.

Before the encounter, I recharge Blessing of Tsukiyo.

Combat Breakdown:
Enchanter Combat 8
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon plus Reiko's Master Cartman +2

Automatic Victory (minimum roll is an 8)

I reset my hand and end my turn.
Deathbane Shield (card 9) is the last card in Junk Beach.
Spreadsheet has been updated.

Seelah wrote:

Hand: Kabuto Helmet, Cold Iron Mace +1, Riding Horse, Cold Iron Longsword, Blessing of the Samurai, Blessing of the Gods

Displayed: Knight's Pennon
Deck: 7 Discard: 2 Buried: 0
Notes: Knight's Pennon is displayed. +1 to combats, additional +1 for each revealed ally with the Captain, Hireling, or Soldier trait

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Cure Four-Mirror Armor Gem of Physical Prowess Teamster Blessing of Angradd
Recharged: Blessing of Tsukiyo
Discard Pile:Champion's Do-Maru, Scribe
Buried Pile:

Liberty's Edge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 11 - Blessings Deck Card 10 / Blessing of the Gods
Give Card:None
Stay at Prison
Use power to explore bottom card Prison Card 4: Troubadour. Shuffling Troubadour into Rusty Dragon. Will recharge Helm of Telepathy and use Life Drain with Tome. Reiko reveals ally for pennon

Life Drain Spell DC 8: 2d4 + 1d10 + 3 + 1d4 + 1 + 1 ⇒ (3, 4) + (6) + 3 + (1) + 1 + 1 = 19 Auto succeed
Recharge Life Drain DC 9: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8 Discarded then random card (Life Drain) is shuffled back into deck.

Troubadour:

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

Harsk auto-succeeds in defeating bandit and recharges a card(spare throwing axe). I assume Harsk will go and close junk beach but if for some reason wants to explore at Prison he can choose to have last 2 cards shuffled at his discretion. Will end turn and reset hand revealing lexicon for +1 hand size

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Locate Object, Blessing of the Spellbound, Blessing of Milani, Blessing of Abadar

Displayed:
Deck: 10 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.
Locate Object, Blessing of the Spellbound, Blessing of Abadar, Blessing of Milani
Be sure to confirm before using card Blessing of Abadar and beyond

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 18
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Nethys,LimitedExplore Helm of Telepathy Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Life Drain Fire Snake Fly Holy Candle
Recharged:
Discard Pile:Lightning Bolt
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.


Human Saboteur Ninja, Tier 6, Deck Handler

Off turn, Alchemist's Kit was displayed, and Holy Candle was retconned to not have been swapped in. Start of turn. Blessing is Card 11: Blessing of Erastil.

Explore at the Bridge, card 6: Chain Mail. Send to the Dragon. Evade Bandito.

End turn, reset hand, drawing 1

Reiko wrote:

Hand: Bronzed Leather, Master Cartman, Shuriken + 1, Rochin, Daggermark Poisoner,

Displayed: Alchemist's Kit,
Deck: 5 Discard: 6 Buried: 1
Notes: Cartman will be used to move/explore after Bridge shenanigans next turn.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)

The Exchange

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:

Bandit:

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: 13, Harsk/TheGreatNateO

Random Cards:

Monsters
Spoiler:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

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

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

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

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

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

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

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


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

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

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

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

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

Spoiler:
Longsword +1
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.

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

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

Spoiler:
Toxic Cloud
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Toxic Cloud
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

Allies
Spoiler:
Ameiko Kaijitsu
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.

Spoiler:
Shalelu Andosana
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.

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

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

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

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

Spoiler:
Blessing of 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.

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

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

Spoiler:
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of 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.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 15 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of 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.

Location #1: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seelah/notshown, None

Junk Beach Card 1 (Deathbane Shield):
Deathbane Shield
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.

Location #2: 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: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

Shadow Clock Card 3:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.

Shadow Clock Card 4:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

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

Shadow Clock Card 6:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Shadow Clock Card 7:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Shadow Clock Card 8:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Shadow Clock Card 9:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Location #3: 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: 1 W: 2 Sp: 1 Ar: 2 I: 5 Al: 5 Bl: 1 ?: 0
Located/Displayed Here: None

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

The Rusty Dragon Card 2:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

The Rusty Dragon Card 3:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

The Rusty Dragon Card 4:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

The Rusty Dragon Card 5:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

The Rusty Dragon Card 6:
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.

The Rusty Dragon Card 7:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

The Rusty Dragon Card 9:
Standard Bearer
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

The Rusty Dragon Card 10:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.

The Rusty Dragon Card 11:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

The Rusty Dragon Card 12:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

The Rusty Dragon Card 13:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

The Rusty Dragon Card 14:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

The Rusty Dragon Card 15:
Blast Stone
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.

The Rusty Dragon Card 16:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

The Rusty Dragon Card 17:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

The Rusty Dragon Card 18:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

The Rusty Dragon Card 19:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

Warrens Card 1:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

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

Warrens Card 3:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

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

Warrens Card 5:
Goblin Cutpurse
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.

Warrens Card 6:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Warrens Card 7:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

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

Warrens Card 9:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Location #5: 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Wooden Bridge Card 1 (Grizzled Mercenary):
Grizzled Mercenary
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.

Wooden Bridge Card 2 (Enchanter):
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

Wooden Bridge Card 3 (Archer):
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, Harsk/TheGreatNateO, None

Prison Card 1 (Goblin Pyro):
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Prison Card 2 (Night Watch):
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 13 - Top of Blessings Discards Deck: Blessing of Gorum
Give Card: None
Move:Prison -> Junk Beach
Explore: Junk Beach Card 1 - Deathbane Shield (Armor 2), I will move this boon to Rusty Dragon and it is shuffled in to that location

I will Summon and Encounter: Henchman Bandit, I will Recharge: Toxic Blunderbuss +1 before combat

Bandit:

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.

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Bandit - Combat DC 8: 1d10 + 1d8 + 6 ⇒ (2) + (5) + 6 = 13 - Success

There are no cards left at Junk Beach, I will attempt to close the location and summon a Poison Trap

Poison Trap:

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

I will Recharge: Masterwork Tools to Defeat Poison Trap

Junk Beach is Closed

On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.

Random Items: 1d6 ⇒ 2 - Random Item 1 and 2 are added to this location.
Auto Acquire Top Card: 1d2 ⇒ 2 - Random Item 2 - Holy Candle (Item B)
Random Item 1 is at this location and is unknown

I will end my turn and reset my hand to 6

Harsk wrote:

Hand: Tooled Crocodile Skin, Blessing of Angradd, Snow Leopard, Returning Throwing Axe +1 (2), zHoly Candle, Venomous Hand Crossbow + 1

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: 2 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Angradd, Snow Leopard

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of the Samurai Blessing of Erastil Surgeon Deathbane Light Crossbow +1 Archer's Bracers Holy Candle
Recharged: Returning Throwing Axe +1 (1), Toxic Blunderbuss +1, Masterwork Tools
Discard Pile:Saber-Toothed Tiger, Blessing of Milani
Buried Pile:

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

On Harsk's last turn, Seelah also summoned and encountered a Bandit. Recharge Cold Iron Longsword. Automatic victory (see spolier).

Combat Breakdown:
Bandit Combat 8
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon plus Reiko's Master Cartman +2
Minimum roll is 8

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 14 - Card 1: Blessing of the Gods

Give Card: None
Move: Prison -> Wooden Bridge

Explore: Wooden Bridge Card 1: Grizzled Mercenary (Ally 1)
Wooden Bridge Card 1 is shuffled into the Rusty Dragon.
Seelah and Reiko summon and encounter the henchman Bandit. Reiko probably evades...?

Before the encounter, I recharge Blessing of the Samurai.

Combat Breakdown:
Bandit Combat 8
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon plus Reiko's Master Cartman +2

Automatic Victory

I discard Blessing of the Gods to explore again. Wooden Bridge Card 2: Enchanter (Monster B)

Enchanter:
Monster B
Traits: Human, Sorcerer, Veteran
To Defeat: Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

BtE, I reveal Kabuto Helmet to reduce damage by one to 0.

Combat Breakdown:
Enchanter Combat 8+2= 10
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon plus Reiko's Master Cartman +2

Combat 10: 1d10 + 3 + 1d8 + 1 + 2 ⇒ (7) + 3 + (1) + 1 + 2 = 14 Victory!

AtE, I reveal Kabuto Helmet to reduce damage by one to 0.

I reset my hand and end my turn.
At the start of Meliksi's turn, I'll display Four-Mirror Armor.
The Teamster adds another +1 to the Pennon bonus.
Spreadsheet has been updated from my and Harsk's turn.
Rusty Dragon now has 21 cards, and is shuffled.
Only the Archer (Ally) remains at the Wooden Bridge.

Seelah wrote:

Hand: Kabuto Helmet, Cold Iron Mace +1, Riding Horse, Teamster, Four-Mirror Armor, Blessing of Angradd

Displayed: Knight's Pennon
Deck: 6 Discard: 3 Buried: 0
Notes: Knight's Pennon is displayed. +1 to combats, additional +1 for each revealed ally with the Captain, Hireling, or Soldier trait

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Cure Gem of Physical Prowess
Recharged: Blessing of Tsukiyo, Cold Iron Longsword, Blessing of the Samurai
Discard Pile:Champion's Do-Maru, Scribe, Blessing of the Gods
Buried Pile:

Liberty's Edge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 15 - Blessings Deck Card 2 / Blessing of Sarenrae
Give Card:None
Stay at Prison
Will use power to explore bottom card Prison Card 2 (Night Watch). Will send Ally to Shadow Clock and not the usual place. Will recharge Blessing of Abadar and then use Naginata with tome and pennon.

Naginata (drop d8 after) with Tome DC 8: 3d8 + 1d4 + 2 ⇒ (2, 6, 4) + (1) + 2 = 15-2=13 Success

Night Watch:

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

Will then discard Blessing of Spellbound to explore again Prison Card 1 (Goblin Pyro) using Naginata, pennon and Tome.

Naginata (drop d8 after) with Tome DC 8: 3d8 + 1d4 + 2 ⇒ (1, 7, 1) + (3) + 2 = 14-1=13 Success

After the encounter will take 1 fire damage discarding locate object

Goblin Pyro:

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

Will close Prison revealing Tome

Diplomacy Check DC 6: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (3) = 10 Success

Prison is closed

End turn and Reset hand

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Blessing of Milani, Holy Candle, Cleric of Nethys,LimitedExplore, Fox

Displayed:
Deck: 8 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.
Fox, Blessing of Milani

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 18
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Nethys,LimitedExplore Helm of Telepathy Bound Lantern Archon Cure Life Drain Fire Snake Fly
Recharged: Blessing of Abadar
Discard Pile:Lightning Bolt, Blessing of the Spellbound, Locate Object
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.

Liberty's Edge

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

At end of Reiko's turn, will banish Holy Candle or if Box update happens first will do at beginning of Reiko's turn. Placing result in spoiler

Results of Holy Candle:

Shuffling random blessing cards into deck: 1d6 ⇒ 2 2 blessings are shuffled back in
Candle is buried
Since party has a 3rd candle, saving reroll for gang rolls.


Human Saboteur Ninja, Tier 6, Deck Handler

Off turn, evade a bandit on Seelah's turn.

The hour of Iomedae, Reiko continues her watch over the bridge. She sees a bow weilding human, and approaches her.

Encounter Card 3: Archer. Send to the Rusty Dragon. Seelah must fight another Bandit.

Reiko points the Archer to the ol' Rusty Dragon, hoping she can help weed out the thieves.

Attempt to close.
Stealth 6: 1d10 + 5 ⇒ (8) + 5 = 13 Auto success! Wooden Bridge Closed

The traffic at the bridge seems to have died down aside from the friend to all Pathfinders, Master Cartman. Reiko hails the cartman for a ride to the inn.

Discard Master Cartman to move to Rusty Dragon, and explore. There were 19 cards from the last update, plus from Harsk: 20: Deathbane Shield; Seelah: 21: Grizzled Mercenary; Meliski: none
Random explore: 1d21 ⇒ 9 Standard Bearer. Send to Shadow Clock

Summon Bandit. BYA Recharge Rochin. Reveal Shuriken for combat.
Combat 8: 1d10 + 2 + 3 + 1d4 + 1 ⇒ (7) + 2 + 3 + (3) + 1 = 16 Auto success
Guild Roll: 1d6 ⇒ 4 The Tower Girls (Items). I believe we get to close! Cards 7, 11, 12, and 14 are all items. Rusty Dragon Closed! All boons there will need to be distributed.

End turn, Reset hand, drawing 2

Reiko wrote:

Hand: Bronzed Leather, Shuriken + 1, Daggermark Poisoner, Blue Star, Blowgun,

Displayed: Alchemist's Kit,
Deck: 4 Discard: 7 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)


Human Saboteur Ninja, Tier 6, Deck Handler

Oh, I also got to recharge master cartman when the dragon closed.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Out of turn update: recharge Teamster for Reiko's Bandit encounter, Bandit is automagically defeated.

Seelah wrote:

Hand: Kabuto Helmet, Cold Iron Mace +1, Riding Horse, Blessing of Angradd

Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 7 Discard: 3 Buried: 0
Notes: Knight's Pennon is displayed: +1 to combats, additional +1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Cure Gem of Physical Prowess
Recharged: Blessing of Tsukiyo, Cold Iron Longsword, Blessing of the Samurai, Teamster
Discard Pile:Champion's Do-Maru, Scribe, Blessing of the Gods
Buried Pile:


Bury candle to add cards.

Holy Candle: 1d6 ⇒ 3 3 cards from Harsk and 2 from Meliski are shuffled into blessing deck.

The Exchange

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:

Bandit:

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: 16, Reiko/eddiephlash

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Arcane Armor
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.

Spoiler:
Toxic Cloud
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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


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

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

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

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

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

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

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

Spoiler:
Grizzled Mercenary
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.

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


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

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Iomedae:
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.

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
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.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 18 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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

Junk Beach Card 1:
Potion of Hiding
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.

Location #2: 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: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 12
Located/Displayed Here: None

Shadow Clock Card 1:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.

Shadow Clock Card 2:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Shadow Clock Card 3:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Shadow Clock Card 4:
Deathbane Shield
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.

Shadow Clock Card 5:
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.

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

Shadow Clock Card 7:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Shadow Clock Card 8:
Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.

Shadow Clock Card 9:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

Shadow Clock Card 10:
Grizzled Mercenary
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.

Shadow Clock Card 11:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Shadow Clock Card 12:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

Shadow Clock Card 14:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Shadow Clock Card 15:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Shadow Clock Card 16:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Shadow Clock Card 17:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Shadow Clock Card 18:
Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Shadow Clock Card 19:
Night Watch
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Perception 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Shadow Clock Card 20:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Shadow Clock Card 21:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Location #3: The Rusty Dragon
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 11
Located/Displayed Here: None

Warrens Card 1:
Consecration
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Warrens Card 2:
Blast Stone
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.

Warrens Card 3:
Shield of Fire Resistance
Armor 1
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Warrens Card 4:
Goblin Cutpurse
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.

Warrens Card 5:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

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

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

Warrens Card 8:
Starknife
Weapon B
Traits:
Elite
Finesse
Knife
Melee
Piercing To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Strength or Melee die + 1d4; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Warrens Card 9:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Warrens Card 10:
Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Warrens Card 11:
Rat Swarm
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

Warrens Card 12:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Warrens Card 13:
Holy Water
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Warrens Card 14:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Warrens Card 15:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Warrens Card 16:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Warrens Card 17:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Warrens Card 18:
Merchant
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Warrens Card 19:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Warrens Card 20:
Guard
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Location #5: 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: Seelah/notshown, None

Location #6: 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, None

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 17 - Top of Blessings Discards Deck: Blessing of Lamashtu
Give Card: None
Move: Junk Beach -> Shadow Clock
Explore: Shadow Clock Card 1 - Giant Gecko (Monster B)

Giant Gecko:

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

For Combat I will Reveal: Returning Throwing Axe +1 (2) for 1d8+1 and my Ranged Trait
Giant Gecko - Combat DC 8: 1d10 + 1d8 + 6 ⇒ (1) + (7) + 6 = 14 - Success

I will Discard: Snow Leopard to Explore Shadow Clock Card 2 - Ring of Protection (Item 2), I will move this boon to Warrens and it is shuffled in to that location
I will Summon and Encounter: Henchman Bandit, I will Recharge: Venomous Hand Crossbow + 1 before combat

Bandit:

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.

For Combat I will Reveal: Returning Throwing Axe +1 (1) for 1d8+1 and my Ranged Trait
Bandit - Combat DC 8: 1d10 + 1d8 + 6 ⇒ (7) + (6) + 6 = 19 - Success

I will Reveal all cards at location and roll Scenario Effect
Scenario Effect: 1d6 ⇒ 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.)

Only 3 Allies in location, Location is still open

I will end my turn and reset my hand to 6

Harsk wrote:

Hand: Tooled Crocodile Skin, Blessing of Angradd, Surgeon, Returning Throwing Axe +1 (2), Blessing of Erastil, Deathbane Light Crossbow +1

Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes: 1 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Angradd, Blessing of Erastil

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of the Samurai Archer's Bracers Holy Candle
Recharged: Returning Throwing Axe +1 (1), Toxic Blunderbuss +1, Masterwork Tools, Venomous Hand Crossbow + 1
Discard Pile:Saber-Toothed Tiger, Blessing of Milani, Snow Leopard
Buried Pile:zHoly Candle

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 18 - Card 2: Blessing of Calistria

Give Card: None
Move: Wooden Bridge -> Warrens

Explore Warrens. Warrens is shuffled with the Ring of Protection as Card 21.
Random Warrens Card: 1d21 ⇒ 14
Card 14: Guide (Ally B)
Warrens Card 14 is shuffled into the Shadow Clock.
Seelah summons and encounters the henchman Bandit.

Before the encounter, I recharge Blessing of Angradd.

Combat Breakdown:
Bandit Combat 8
Strength Melee 1d10+3
Cold Iron Mace +1 1d8+1
Knight's Pennon +1

Combat 8: 1d10 + 3 + 1d8 + 1 + 1 ⇒ (3) + 3 + (1) + 1 + 1 = 9 Victory!

Warrens is examined.
Guild Roll: 1d6 ⇒ 3 Washside Wranglers. There's only 1 armor in the Warrens, so the quest continues...

A random monster from the box is placed on top of Shadow Clock.

The next card in the deck is...
Random Warrens Card, add 1 if 14 or above: 1d20 ⇒ 20
Card 21: Ring of Protection (Item 2)
I leave it alone, reset my hand, and end my turn.

Seelah wrote:

Hand: Kabuto Helmet, Cold Iron Mace +1, Riding Horse, Katana +1, Gem of Physical Prowess, Cure

Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 5 Discard: 3 Buried: 0
Notes: Knight's Pennon is displayed: +1 to combats, additional +1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.
Cure

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Blessing of Tsukiyo, Cold Iron Longsword, Blessing of the Samurai, Teamster, Blessing of Angradd
Discard Pile:Champion's Do-Maru, Scribe, Blessing of the Gods
Buried Pile:


At the end of turn, will discard Riding horse to move...Cure will be guaranteed to be in hand when hand reset. Since will have cure, then move to Rusty Dragon. Top card of Deck (Blessing of Tsukiyo) replaces Riding horse.

At beginning of Meliski's turn after blessing is drawn, will use cure on Reiko.

Cure 1d4+1 Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge Cure Spell DC 8: 1d8 + 2 ⇒ (3) + 2 = 5 Cure is Discarded

Seelah wrote:

Hand: Kabuto Helmet, Cold Iron Mace +1, Blessing of Tsukiyo, Katana +1, Gem of Physical Prowess

Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 4 Discard: 5 Buried: 0
Notes: Knight's Pennon is displayed: +1 to combats, additional +1 if any character reveals an ally that has the Captain, Hireling, or Soldier trait.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}:
Recharged: Cold Iron Longsword, Blessing of the Samurai, Teamster, Blessing of Angradd
Discard Pile:Champion's Do-Maru, Scribe, Blessing of the Gods, Riding Horse, Cure
Buried Pile:

Liberty's Edge

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

Since cards were able to be examined..Following corrections have to be done:
Cards 1 (Giant Gecko), 9 (Grindlylow), and 21 (Pit Trap) were artifacts that were moved over from other location that should have been banished. Retcon on Harsk's turn is that he encountered Ring of Protection first and then encountered Bunyip instead of Giant Gecko.

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 19 - Blessings Deck Card 3 /
Blessing of the Gods

Give Card:None
Move Prison -> Warrens
Need to determine bottom card and 2nd card since I have explore options
bottom card 20 cards + ring - guide - top (ring) = 19: 1d19 ⇒ 9 Warrens Card 9: Shock Longbow +1.

2nd card 20 cards + ring - guide - top (ring) - bottom (bow) = 18: 1d18 ⇒ 8 Warrens Card 8: Starknife. Since 4 weapons and 5 items, will explore top card which is Ring of Protection. Send Ring back to Clock and shuffle and since encountering monster, another random monster goes to Clock on top. Reveal Naginata and tome and use pennon.

Naginata (drop d8 after) DC 8: 3d8 + 1d4 + 1 ⇒ (1, 5, 8) + (1) + 1 = 16-1=15 Defeated

determine gang: 1d6 ⇒ 1 1- The Gallowed. 4 weapons (8,9,12,16) are there so they are happy.

Warrens is closed!

End Turn and Reset Hand revealing Lexicon

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Blessing of Milani, Bound Lantern Archon, Cleric of Nethys,LimitedExplore, Fire Snake

Displayed:
Deck: 7 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 18
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Nethys,LimitedExplore Helm of Telepathy Cure Life Drain Fly
Recharged: Blessing of Abadar, Fox
Discard Pile:Lightning Bolt, Blessing of the Spellbound, Locate Object
Buried Pile:Holy Candle

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.

Liberty's Edge

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

At start of Reiko's turn, will use lantern archon looking at next 3 cards of deck:
Fly
Cure
Helm of Telepathy
Will put fly into hand

Arcane Check DC 10 with Tome: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6 Archon is buried

Will then cast Fly to examine top card at 2 locations:
Junk Beach Card 1: Potion of Hiding
Shadow Clock 21 cards - 1,3,9,21 + 2 warren monsters + warrens boon cards (17) = 36: 1d36 ⇒ 15 Shadow Clock Card 18 - Battered Chest

Will then move to Junk Beach
Recharge Fly DC 10: 1d10 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7 Fly is discarded

Meliski wrote:

Hand: Seelah Naginata, Byzantine Lexicon, Binder's Tome, Blessing of Milani, Cleric of Nethys,LimitedExplore, Fire Snake

Displayed:
Deck: 6 Discard: 4 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 18
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.)"


Deck, Discard, Buried:
Known Top: Cure, Helm of Telepathy
Middle {Order is not Known}: Blessing of Nethys,LimitedExplore Life Drain
Recharged: Blessing of Abadar, Fox
Discard Pile:Lightning Bolt, Blessing of the Spellbound, Locate Object, Fly
Buried Pile:Holy Candle, Bound Lantern Archon

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.


Human Saboteur Ninja, Tier 6, Deck Handler

Cured by Seelah on Mel's turn. 2 blessings of abadar and a chain vortex.

Move to clock. Top card is battered chest.
Dex 8: 1d10 + 3 ⇒ (6) + 3 = 9 Success!
random items: 1d4 ⇒ 2 Staff of Minor Healing and Wand of Shield

Recharge staff to recharge random card: Bo Kofusachi from discard. Then discard daggermark poisoner to explore again. Going by Mel's calculations, I'll roll the same and do a reroll if I get another 18.
next card: 1d36 ⇒ 3 That makes things easy. Card 4: Deathbane Shield. Shield gets shuffled back in, and Harsk and I both fight another bandit. Recharge Leather Armor. Then reveal and recharge blowgun.
Combat 8: 1d10 + 5 + 1d4 + 1d6 ⇒ (2) + 5 + (1) + (4) = 12

Guild roll: 1d6 ⇒ 5 Doolun’s Lads. Allies. I believe, if I did things correctly, that we just won.


Human Saboteur Ninja, Tier 6, Deck Handler

Oops, chest check was 10, so I actually failed by 1. I didn't pick up stuff, but I think the rest of the turn went as written.

The Exchange

Development:
These are some pretty unsavory chaps down in Underbridge,
but you manage to set them all up right and tight.
Sometimes all it takes to stop a gang war is a show of muscle
and an appeal to fairness. Or at least a show of muscle.
“Nice work there,” says Kasadei. “If you’re so inclined, we
might come calling on you again if things go south. That is,
before you go north.”
You know, you’re kind of liking being known as a hero. Sure,
Magnimar’s crawling with people who can whip your tail, but
for now, you’re feeling like a big fish in a big pond. That feeling
may not last, but you’ll take what you can get.

The Exchange

2-2D: The Idol of Sycorius

Occupying a small campus just north of Usher’s Hall,
several grandiose structures house the histories,
findings, and private collections of some of the city’s
most esteemed citizens. These buildings are the Founder’s Archive
and Museum of Ages. In an attempt to elevate the city-state beyond
a jumped-up trading post, the local government has done much to
encourage education and the arts. The majority of governmental
funds contributed to city-wide enlightenment go toward these two
structures’ maintenance.
Of particular note in the Museum of Ages itself are three of
its permanent displays: the ancient Eye of Rakzhan (a magically
petrified cyclops eye from a remote island in the Shackles), the
Gemstone Regalia of King Chadris Porphyria III (held on public
display here, much to Korvosa’s disdain), and the Lions of Siv
(two matching lions, one of red marble and the other of black).
Esteemed scholar of Varisian history Doctor Ernst Landis curates
the Museum of Ages.
Tonight, you protect his collection. The mysterious idol of the
devil-god Sycorius has been donated by local Pathfinder Society
leader Sheila Heidmarch, after a group of adventurers freed a
barbarian from its clutches. Doctor Landis expects that the Cult
of the Crimson Eye will want it back. So Heidmarch, fresh from
being saved from faceless stalkers by your efforts, has volunteered
your services to protect the museum. If it gets you upgraded from
the rattletrap inns of Dockway, a night at the museum is an easy
thing to part with.
That is, if the cultists stay home. Otherwise, you’ll be lucky if
any of the items on display are left standing when morning comes.

Liberty's Edge

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

Starting at a Throne Room with Harsk and Seelah. Favored Card is item. Depending on starting hands, will likely use Fly on Harsk' or Seelah's turn in order to know what boons if any want to save.

Meliski wrote:

Hand: Fox, Cure, Fly, Byzantine Lexicon, Lightning Bolt, Ivory Dice

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.
Cure, Fox, Ivory Dice

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 17
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of the Spellbound Blessing of Nethys,LimitedExplore Helm of Telepathy Binder's Tome Bound Lantern Archon Cleric of Nethys,LimitedExplore Life Drain Fire Snake Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.

Grand Lodge

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

I will start at a Throne Room with Meliski and Seelah as well. I will be giving Meliski my Toxic Blunderbuss +1 then move to another Throne Room.

Posting Starting Hand -

Harsk wrote:

Hand: Venomous Hand Crossbow + 1, Toxic Blunderbuss +1, Surgeon, Tooled crocodile Skin, Gem of Physical Prowess, Blessing of Erastil

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: 0 Card(s)s are availbe for Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

Strength d6 [ooc][ ] +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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Retriever Returning Throwing Axe +1 (2) Deathbane Light Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Saber-Toothed Tiger
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Adventure Power(s):

2-1F: Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with the item Holy Candle.
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Posting Starting hand; Favored Card is Weapon.

The Pennon is in my hand.

I will display Four-mirror Armor at the first opportunity.

Seelah wrote:

Hand: Cat-O'-Nine-Tails, Blessing of the Samurai, Surgeon, Gem of Physical Prowess, Knight's Pennon, Four-Mirror Armor

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Knight's Pennon is in hand
Blessing of the Samurai

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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 ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Cold Iron Mace +1 Naginata Cure Champion's Do-Maru Kabuto Helmet Riding Horse Scribe Blessing of the Gods Blessing of the Gods Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Starting hand, after declaring poison, and needing to mulligan once.

Reiko wrote:

Hand: Bo Abadar, Bronzed Leather, Staff of Minor Healing, Embalming Fluid, Blowgun,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: feel free to use blessing

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)

The Exchange

Accidentally added one too many locations. Corrected.

During This Adventure:

During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters + 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.When you close a location, do not flip the Throne Room card over.For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, you may close that location automatically.To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Additional Rules:

Skinsaw Cultist:

Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

Lyrie Akenja:

Henchman 1
Type: Monster
Traits: Human Wizard
To Defeat: Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you. If defeated, you may immediately attempt to close your location.

Turn: 1, Seelah/notshown

Random Cards:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

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

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

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

Spoiler:
Elven Chain Shirt
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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Blessing of 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.

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

Top of Blessing Discard Pile:

Blessing of Desna:
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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of 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.
Spoiler:
Blessings Deck Card 6 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of 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.
Spoiler:
Blessings Deck Card 25 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Siege Deck
M: 14 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 7

Siege Deck Card 1:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 2:

Goblin Cutpurse
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.
Siege Deck Card 3:

Goblin Snake
Monster 1
Traits:
Aberration
Basic
To Defeat:
Combat 8 Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Siege Deck Card 4:

Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Siege Deck Card 5:

Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9 Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.
Siege Deck Card 6:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 7:

Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Siege Deck Card 8:

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

Goblin Commando
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Siege Deck Card 10:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 11:

Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Siege Deck Card 12:

Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Siege Deck Card 13:

Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Siege Deck Card 14:

Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Siege Deck Card 15:

Plague Zombie
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.
Siege Deck Card 16:

Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Siege Deck Card 17:

Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Siege Deck Card 18:

Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Siege Deck Card 19:

Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Siege Deck Card 20:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 21:

Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Siege Deck Card 22:

Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Siege Deck Card 23:

Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Siege Deck Card 24:

Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Siege Deck Card 25:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 26:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 27:

Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Siege Deck Card 28:

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

Location #1: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

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

Throne Room Card 2:
Web
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

Throne Room Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Throne Room Card 6:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Location #2: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

Throne Room Card 1:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Throne Room Card 2:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence
Knowledge 5 Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.

Throne Room Card 3:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Throne Room Card 4:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at a Survival check.

Throne Room Card 5:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Throne Room Card 6:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location #3: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Throne Room Card 1:
Sickle +1
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.

Throne Room Card 2:
Potion of Healing
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Heavy Pick +1
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Throne Room Card 4:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal 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.

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

Throne Room Card 6:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Location #4: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Throne Room Card 2:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Throne Room Card 3:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room Card 4:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Throne Room Card 5:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room Card 6:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Throne Room Card 1:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

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

Throne Room Card 3:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

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

Throne Room Card 5:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song

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

Location #6: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Throne Room Card 1:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Throne Room Card 2:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Throne Room Card 3:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

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

Throne Room Card 5:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Throne Room Card 6:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Location #7: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Throne Room Card 1:
Potion of Hiding
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.

Throne Room Card 2:
Short Sword +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Throne Room Card 3:
Elven Breastplate
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

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

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

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

The Exchange

Above post didn't take the corrections. Let's try this again:

During This Adventure:

During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters + 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.When you close a location, do not flip the Throne Room card over.For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, you may close that location automatically.To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.
Additional Rules:

Skinsaw Cultist:

Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

Lyrie Akenja:

Henchman 1
Type: Monster
Traits: Human Wizard
To Defeat: Combat 9
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you. If defeated, you may immediately attempt to close your location.

Turn: 1, Seelah/notshown

Random Cards:

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

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

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

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

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

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


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

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

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

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

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

Spoiler:
Quarterstaff
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.

Spoiler:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength
Melee 5 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

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

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

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

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

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

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

Spoiler:
Guidance
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.

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

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

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

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

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

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

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

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

Spoiler:
Blast Stone
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.

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

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

Spoiler:
Grizzled Mercenary
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.

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

Blessing of Desna:
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.

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of 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.
Spoiler:
Blessings Deck Card 6 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 17 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of 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.
Spoiler:
Blessings Deck Card 25 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 26 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 28 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

Siege Deck
M: 12 Ba: 6 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 6

Siege Deck Card 1:

Plague Zombie
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.
Siege Deck Card 2:

Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Siege Deck Card 3:

Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Siege Deck Card 4:

Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Siege Deck Card 5:

Lyrie Akenja
Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9 Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.
Siege Deck Card 6:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 7:

Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Siege Deck Card 8:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 9:

Ogre
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Siege Deck Card 10:

Battered Chest
Barrier B
Traits:
Cache
Elite
Lock
To Defeat:
Dexterity
Disable 10
OR Strength
Melee 8 If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Siege Deck Card 11:

Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Siege Deck Card 12:

Goblin Warchanter
Monster 1
Traits:
Bard
Elite
Goblin
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Siege Deck Card 13:

Goblin Dog
Monster 1
Traits:
Animal
Basic
To Defeat:
Combat 9 If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Siege Deck Card 14:

Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Siege Deck Card 15:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 16:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 17:

Collapsed Ceiling
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Siege Deck Card 18:

Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Siege Deck Card 19:

Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Siege Deck Card 20:

Slashing Blade
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Siege Deck Card 21:

Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Siege Deck Card 22:

Skinsaw Cultist
Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.
Siege Deck Card 23:

Ghoul
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Siege Deck Card 24:

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

Location #1: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

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

Throne Room Card 2:
Web
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

Throne Room Card 5:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Throne Room Card 6:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Location #2: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

Throne Room Card 1:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Throne Room Card 2:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence
Knowledge 5 Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.

Throne Room Card 3:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Throne Room Card 4:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at a Survival check.

Throne Room Card 5:
Heavy Crossbow
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Throne Room Card 6:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Location #3: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Throne Room Card 1:
Sickle +1
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.

Throne Room Card 2:
Potion of Healing
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Throne Room Card 3:
Heavy Pick +1
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Throne Room Card 4:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal 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.

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

Throne Room Card 6:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard it.

Location #4: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Throne Room Card 2:
Boots of Elvenkind
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

Throne Room Card 3:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room Card 4:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Throne Room Card 5:
Dagger +1
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room Card 6:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

Location #5: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Throne Room Card 1:
Ring of Protection
Item 2
Traits:
Accessory
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

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

Throne Room Card 3:
Potion of Gracefulness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at an Acrobatics check.

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

Throne Room Card 5:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song

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

Location #6: Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Throne Room Card 1:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Throne Room Card 2:
Magic Half-Plate
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Throne Room Card 3:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

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

Throne Room Card 5:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 3 For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Throne Room Card 6:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Location #7: Throne Room
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

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 1 - Top of Blessings Discards Deck: Blessing of Desna
Give Card: Meliski -> Toxic Blunderbuss +1
Move: Location #2: Throne Room -> Location #6: Throne Room
Explore: Siege Deck Card 1 - Plague Zombie

Plague Zombie:

"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."

For combat I will reveal my Venomous Hand Crossbow + 1 and use my Ranged trait.
Plague Zombie - Combat DC 11: 1d10 + 1d6 + 6 ⇒ (10) + (2) + 6 = 18 - Success

I will end my turn and reset my hand to 6

As the group prepares for the upcoming serge of evil I find Meliski and hand him my Toxic Blunderbuss. "It's going to be a long night cuz take this you will need it" of course the Ninja is all ready at her post I take off to the far end of the Museum an just like clock work I take out a Zombie and wait for the onslaught.

Harsk wrote:

Hand: Venomous Hand Crossbow + 1, Returning Throwing Axe +1 (1), Surgeon, Tooled crocodile Skin, Gem of Physical Prowess, Blessing of Erastil

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: 1 Card(s)s are availbe for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Erastil

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Retriever Returning Throwing Axe +1 (2) Deathbane Light Crossbow +1 Masterwork Tools Archer's Bracers Saber-Toothed Tiger
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Adventure Power(s):

2-1F: Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with the item Holy Candle.
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Turn Order - Harsk, Seelah, Meliski, Reiko
Four-Mirror Armor was displayed at the start of Harsk's turn.
Knight's Pennon was displayed when Harsk encountered the Plague Zombie.
Turn 2 - Card 1: Blessing of Erastil

At the Start of my turn, I examine the top card of my location deck.
Location 2: Detect Evil (Spell B). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None
Move: Location 2 -> Location 3

Explore: Siege Deck Card 2: Hill Giant (Monster B)

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

Combat Breakdown:
Hill Giant 15
Strength Melee 1d10+3
Cat-O'-Nine-Tails 3d4
Examined a Boon at my location 1d6
Knight's Pennon plus (no qualifying allies) +1

Combat 15: 1d10 + 3 + 3d4 + 1d6 + 1 ⇒ (3) + 3 + (1, 4, 1) + (2) + 1 = 15 Victory!

Discard Surgeon to explore Siege Deck Card 3: Shadow (Monster B)

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

Combat Breakdown:
Shadow 13
Strength Melee 1d10+3
Cat-O'-Nine-Tails 3d4
Knight's Pennon plus (no qualifying allies) +1

Combat 13: 1d10 + 3 + 3d4 + 1 ⇒ (6) + 3 + (4, 1, 3) + 1 = 18 TKO, but lacking the Magic trait, the Shadow is considered undefeated and is shuffled into the Siege Deck.

Discard Blessing of the Samurai to explore Random Siege Deck Card: 1d22 + 2 ⇒ (14) + 2 = 16 Skinsaw Cultist (Henchman 2)

Skinsaw Cultist:
Henchman 2
Type: Monster
Traits: Cultist, Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.

Combat Breakdown:
Skinsaw Cultist 11
Strength Melee 1d10+3
Cat-O'-Nine-Tails 3d4
Knight's Pennon plus (no qualifying allies) +1

Combat 11: 1d10 + 3 + 3d4 + 1 ⇒ (5) + 3 + (2, 1, 1) + 1 = 13 Victory!

I reset my hand and end my turn.

The Siege Deck is shuffled. Cards 1, 2 and 16 are banished.
Detect Evil from Location 2 goes to the bottom of the location deck.

Seelah wrote:

Hand: Cat-O'-Nine-Tails, Gem of Physical Prowess, Blessing of the Gods, Champion's Do-Maru, Blessing of Tsukiyo, Blessing of Angradd

Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 9 Discard: 1 Buried: 0
Notes: Knight's Pennon is displayed

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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 ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Cold Iron Mace +1 Naginata Cure Kabuto Helmet Riding Horse Scribe
Recharged: Blessing of the Samurai
Discard Pile:Surgeon
Buried Pile:

Liberty's Edge

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

Knight's Pennon is up
Siege (Random) Out: 1,2,16 Known: 3(Shadow)
(Reiko) Loc1:
(Meliski) Loc2: Bottom Card is #1(Detect Evil)
(Seelah) Loc3:
Loc4:
Loc5:
(Harsk) Loc6:

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 3 - Blessings Deck Card 2 / Blessing of the Gods
SOT: Recharge Ivory Dice to draw card (Binder's Tome)
Give Card:None
Stay at Throne Room 2
Explore Random Robber Card 28 - 1,2,16 = 25: 1d25 ⇒ 4 Siege Deck Card 6: Skinsaw Cultist

Will use Lightning Bolt, pennon and reveal Tome

Lightning Bolt Spell DC 11: 3d6 + 1d10 + 3 + 1 + 1d4 ⇒ (5, 3, 6) + (3) + 3 + 1 + (3) = 24 Cultist is defeated
Recharge Lightning Bolt DC 10: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (4) = 17 spell is recharged

Skinsaw Cultist:

Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Will discard Fox to explore again

Explore Random Robber Card 28 - 1,2,6,16 = 24: 1d25 ⇒ 14 Siege Deck Card 18: Mercenary

Will reveal Blunderbuss and Tome. Seelah recharges her blessing of Angradd. Harsk provides fire support

Toxic Blunderbuss +1 DC 10+2=12: 1d6 + 1d10 + 1 + 1d4 + 1d6 + 1d4 + 1 ⇒ (6) + (8) + 1 + (3) + (2) + (4) + 1 = 25 Mercenary is defeated
Misfire on 1: 1d6 + 0 ⇒ (5) + 0 = 5 Held onto weapon

Mercenary :

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

End turn, reveal lexicon and reset hand

Used Seelah's Blessing of Angradd, Harsk Firesupport
Knight's Pennon is up
Siege (Random) Out: 1,2,6,16,18 Known: 3(Shadow)
(Reiko) Loc1:
(Meliski) Loc2: Bottom Card is #1(Detect Evil)
(Seelah) Loc3:
Loc4:
Loc5:
(Harsk) Loc6:

Meliski wrote:

Hand: Blessing of the Spellbound, Cure, Fly, Byzantine Lexicon, Blessing of Abadar, Binder's Tome, Harsk Toxic Blunderbuss +1

Displayed:
Deck: 10 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.
Cure, Blessing of the Spellbound, Blessing of Abadar

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 17
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Helm of Telepathy Bound Lantern Archon Cleric of Nethys,LimitedExplore Life Drain Fire Snake Pyrotechnic Blast
Recharged: ivory dice, Lightning Bolt
Discard Pile:Fox
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.


Human Saboteur Ninja, Tier 6, Deck Handler

Start of turn, blessing is Zarongel. No recharge yet. Explore top robber deck card
Random explore (reroll on duped cards): 1d22 + 2 ⇒ (13) + 2 = 15 Skinsaw Cultist

Reveal Blowgun and reveal embalming fluid for poison power.
Combat 11: 1d10 + 5 + 1d4 + 1d8 ⇒ (6) + 5 + (1) + (1) = 13 Success!

I think I'll hold off on using Abadar to explore, would rather somebody used it to be sure we defeat a barrier.

End turn. Reset hand. Cleared card 15 from the Robber deck.

Reiko wrote:

Hand: Bo Abadar, Bronzed Leather, Staff of Minor Healing, Embalming Fluid, Blowgun,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Please use blessing on a barrier or Emergency fight.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 5 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Location #6: Throne Room

Random Siege Deck Card: 1d18 ⇒ 13 - Card 19
Explore: Siege Deck Card 19 - Cultist

Cultist:

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

For combat I will Reveal my Returning Throwing Axe +1 (1) and use my Ranged trait
Cultist - Combat DC 9: 1d10 + 1d8 + 6 ⇒ (4) + (2) + 6 = 12 - Success

I will Discard: Surgeon to Explore Siege Deck
Random Siege Deck Card: 1d17 ⇒ 5 - Card 8 - Skinsaw Cultist (Henchman 2)

Skinsaw Cultist:

Henchman 2
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 11 If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

For combat I will Reveal my Returning Throwing Axe +1 (1) and use my Ranged trait
Skinsaw Cultist - Combat DC 11: 1d10 + 1d8 + 6 ⇒ (2) + (5) + 6 = 13 - Success

I will Discard: Blessing of Erastil to Explore Siege Deck
Random Siege Deck Card: 1d16 ⇒ 3 - Card 5 - Lyrie Akenja (Henchman 1)

Lyrie Akenja:

Henchman 1
Type: Monster
Traits:
Human
Wizard
To Defeat:
Combat 9 Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.

Lyrie Akenja BYA Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0 - No Damage
For combat I will Reveal my Returning Throwing Axe +1 (1) and use my Ranged trait
Lyrie Akenja - Combat DC 9: 1d10 + 1d8 + 6 ⇒ (7) + (6) + 6 = 19 - Success

I will use my power and Examine the top card of Location #6: Throne Room - Haste (Spell 2)

I will end my turn and reset my hand to 6

Siege (Random) Out 9 Cards: 1,2,5,6,8,15,16,18,19 Known: 3(Shadow)

Harsk wrote:

Hand: Returning Throwing Axe +1 (2), Returning Throwing Axe +1 (1), Archer's Bracers, Tooled crocodile Skin, Gem of Physical Prowess, Masterwork Tools

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: 2 Card(s)s are availbe for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:

Sideboard cards: Alchemical Cartridges;

Skills and Powers:
SKILLS

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 [X] 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.


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Shax Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Retriever Deathbane Light Crossbow +1 Saber-Toothed Tiger
Recharged: Venomous Hand Crossbow + 1
Discard Pile:Surgeon, Blessing of Erastil
Buried Pile:

Welcome to Pathfinder Reward:

Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

Grand Lodge Faction Reward:

[ ] [ ] 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.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Adventure Power(s):

2-1F: Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with the item Holy Candle.
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.


Human Tier 5 Paladin - Faith Healer 1348771-1001 | Deck Handler

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 6 - Card 5: Blessing of Abadar

At the Start of my turn, I examine the top card of my location deck.
Location 3: Sickle +1 (Weapon 2). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None
Move: Stay at Location 3

Explore: Siege Deck
9 Banished cards: 1, 2, 5, 6, 8, 15, 16, 18, 19;
15 Remaining cards: 3 (Shadow), 4, 7, 9, 10, 11, 12, 13, 14, 17, 20, 21, 22, 23, 24
Siege Deck Card: 1d15 ⇒ 4 Card 10, Battered Chest

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

Melee 8: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (3) = 13 Success!
1d4 random items from box: 1d4 ⇒ 1
The first random item from the list is Potion of Ruggedness.

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

Discard Blessing of Tsukiyo to explore Siege Deck
10 Banished cards: 1, 2, 5, 6, 8, 10, 15, 16, 18, 19;
14 Remaining cards: 3 (Shadow), 4, 7, 9, 11, 12, 13, 14, 17, 20, 21, 22, 23, 24
Siege Deck Card: 1d14 ⇒ 9 Card 20, Slashing Blade

Slashing Blade:

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

I recharge Gem of Physical Prowess and Meliski's Blessing of Abadar
Disable 9: 2d10 ⇒ (10, 2) = 12Success!

I reset my hand and end my turn.

Summary
The Siege Deck is shuffled
11 Banished cards: 1, 2, 5, 6, 8, 10, 15, 16, 18, 19, 20;
13 Remaining cards: 3 (Shadow), 4, 7, 9, 11, 12, 13, 14, 17, 21, 22, 23, 24.

Knight's Pennon is up
Loc 1 (Reiko)
Loc 2 (Meliski): Bottom Card is #1 (Detect Evil)
Loc 3 (Seelah): Bottom Card is #1 (Sickle +1)
Loc 4: unoccupied
Loc 5: unoccupied
Loc 6 (Harsk): Top card is Haste

Seelah wrote:

Hand: Cat-O'-Nine-Tails, Blessing of the Gods, Champion's Do-Maru, zPotion of Ruggedness, Kabuto Helmet, Cold Iron Mace +1

Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 10 Discard: 2 Buried: 0
Notes: Knight's Pennon is displayed
Blessing of the Gods

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +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 ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Naginata Cure Riding Horse Scribe
Recharged: Blessing of the Samurai, Blessing of Angradd, Gem of Physical Prowess
Discard Pile:Surgeon, Blessing of Tsukiyo
Buried Pile:

Liberty's Edge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 7 - Blessings Deck Card 6 / Blessing of Desna
Give Card:None
Move from Throne Room 2 to Throne Room 3
13 Remaining cards: 3 (Shadow), 4, 7, 9, 11, 12, 13, 14, 17, 21, 22, 23, 24: 1d13 ⇒ 6 Siege Deck Card 12: Goblin Warchanter

Will recharge Lexicon for Wisdom Check and will recharge Blessing of Spellbound to reroll dice and reveal Blunderbuss and tome with pennon for combat check
Wisdom Check DC 8: 2d6 + 0 ⇒ (1, 6) + 0 = 7
Wisdom Check DC 8: 6 + 1d6 ⇒ 6 + (6) = 12 Success

Meliski puts his book and ale down and rubs his chin at the gyrating goblin. "Yer in for a heaping of trouble that no goblin drums will help you get out of!" Meliski takes the Blunderbuss and aims it at the goblin surprised at the dwarf's resistance to his music.

Toxic Blunderbuss +1 DC 8: 1d6 + 1d10 + 1 + 1d4 + 1 ⇒ (5) + (7) + 1 + (3) + 1 = 17 Goblin is dispatched
Misfire on 1: 1d6 + 0 ⇒ (5) + 0 = 5 Held onto weapon

Goblin Warchanter:

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

Will cast Fly looking top of Number 4 and 5.
Throne Room #4 Card 1: Leather Armor (Armor B)
Throne Room #5 Card 1: Ring of Protection (Item 2)
Will then have Seelah fly to Throne Room #5

"Seelah, I know me treasure and I will bet the next round at the tavern that the ring I see over there is worth more than that tattered armor over there."

Recharge Fly DC 10 with tome: 1d10 + 3 + 1d4 ⇒ (8) + 3 + (3) = 14 Fly is recharged.

Will then cast cure on self
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2 cards
Recharge Cure Spell DC 8: 1d10 + 3 ⇒ (7) + 3 = 10 Cure recharged

End Turn and Reset Hand

Status
Knight's Pennon is up
Siege Deck is shuffled
12 Banished cards: 1, 2, 5, 6, 8, 10, 12, 15, 16, 18, 19, 20;
24-12=12 Remaining cards: 3*, 4, 7, 9, 11, 13, 14, 17, 21, 22, 23, 24
(Reiko) Loc1:
Loc2: Bottom Card is #1(Detect Evil B)
(Meliski) Loc3: Bottom Card is #1(Sickle +1 2)
Loc4: Top Card is #1(Leather Armor B)
(Seelah) Loc5: Top Card is #1(Ring of Protection 2)
(Harsk) Loc6: Top Card is #1(Haste 2)

Meliski wrote:

Hand: Binder's Tome, Harsk Toxic Blunderbuss +1, Fox, Blessing of the Spellbound, Bound Lantern Archon, Life Drain

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.

Skills and Powers:
SKILLS

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

Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/3/5 Al 3/3/5 Bl 4/4/6 = 17
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.)"


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of Nethys,LimitedExplore Helm of Telepathy Ivory Dice Byzantine Lexicon Cleric of Nethys,LimitedExplore Lightning Bolt Fire Snake Fly Pyrotechnic Blast
Recharged: Cure
Discard Pile:
Buried Pile:

Liberty's Edge Reward:

Liberty's Edge Reward
[X] [X] 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.
[X] 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.

Liberty's Edge

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

At start of Reiko's turn after Blessing is revealed, will use Bound Lantern Archon to look at top 3 cards of my deck:
Ivory Dice
Blessing of Milani
Lightning Bolt
Will put Blessing of Milani into Hand and then put Dice with Lightning Bolt on Top

Arcane Check DC 10 with Tome: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (2) = 11 Archon is Recharged

Meliski wrote:

Hand: Binder's Tome, Harsk Toxic Blunderbuss +1, Fox, Blessing of the Spellbound, Blessing of Milani, Life Drain

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.
Fox, Blessing of the Spellbound, Blessing of Milani

Deck, Discard, Buried:
Known Top: Lightning Bolt, Ivory Dice

Middle {Order is not Known}: Blessing of Abadar Blessing of Nethys,LimitedExplore Helm of Telepathy Byzantine Lexicon Cleric of Nethys,LimitedExplore Fire Snake Fly Pyrotechnic Blast
Recharged: Cure, Bound Lantern Archon
Discard Pile:
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Start of turn. Blessing is Blessing of the Gods. No recharge.

Explore Robber deck, reroll on dupes.
Random explore: 1d18 + 2 ⇒ (7) + 2 = 9 Ogre
Reveal + recharge blowgun. Reveal embalming fluid for poison power.
Combat 14: 1d10 + 5 + 1d4 + 2d6 ⇒ (9) + 5 + (2) + (4, 5) = 25 Defeated!

End turn, reset hand, drawing 1. Card 9 cleared from Robber deck.

Reiko wrote:

Hand: Bo Abadar, Bronzed Leather, Staff of Minor Healing, Embalming Fluid, Galvanic Chakram + 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Please use blessing on a barrier or Emergency fight.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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 ([x] 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.)

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 9 - Top of Blessings Discards Deck: Blessing of Lamashtu
Give Card: None
Move: Stay at Location #6: Throne Room
Explore: Siege Deck

Random Siege Deck Card: 1d11 ⇒ 3 - Card 7 - Zombie Horde (Barrier 2)

Zombie Horde:

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

Zombie Minion:

Henchman 2
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

For combat I will Reveal my Returning Throwing Axe +1 (1) and use my Ranged trait. I will also reveal my Archer's Bracers for +2.
Zombie Minion - Combat DC 9: 1d10 + 1d8 + 8 ⇒ (9) + (2) + 8 = 19 - Success

Turn Paused for Seelah, Meliski, and Reiko to encounter Zombie Minion

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