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Out of Turn Zombie Thrashing. Will reveal Blunderbuss and discard Blessing of Spellbound to add a Die along with Pennon
Toxic Blunderbuss +1 DC 9: 1d6 + 1d10 + 1 + 1d6 + 1 ⇒ (5) + (3) + 1 + (4) + 1 = 14 Zombie defeated
Misfire on 1: 1d6 + 0 ⇒ (6) + 0 = 6 Weapon held onto
Hand: Binder's Tome, Harsk Toxic Blunderbuss +1, Fox, Blessing of Milani, Life Drain
Displayed:
Deck: 12 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.
Fox, , Blessing of Milani
Recharged: Cure, Bound Lantern Archon
Discard Pile:
Buried Pile:

Reiko the Ninja |

"mumble grumble I hate the undead".
Reveal Chakram, Embalming fluid for poison power, and embalming fluid again for its power to ignore poison immunity. Plus Pennon.
Combat 9: 1d10 + 2 + 1d8 + 1 + 1d6 + 2 + 1 ⇒ (7) + 2 + (8) + 1 + (3) + 2 + 1 = 24
AYA, auto fail craft check, bury top card: Bo Kofusachi

Seelah - notshown |

Out of turn zombie hunting
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).
Strength Melee 1d10+3
Cat-O'-Nine-Tails 3d4
Knight's Pennon plus (no qualifying allies) +1
Reveal Champion's Do-Maru +1
Minimum roll is a 9. Auto-victory
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
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)"
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:
Buried Pile:

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Continue Harsk Turn
I will end my turn, hand is at 6
14 Banished cards: 1, 2, 5, 6, 7, 8, 9, 10, 12, 15, 16, 18, 19, 20
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;
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.
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:
Buried Pile:
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.
[ ] [ ] 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.
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.
2-1F:
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 10 - Card 9: Blessing of the Gods
At the Start of my turn, I examine the top card of my location deck.
Location 5: Ring of Protection (Item 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 5
Explore: Siege Deck
14 Banished cards: 1, 2, 5, 6, 7, 8, 9, 10, 12, 15, 16, 18, 19, 20;
10 Remaining cards: 3*, 4, 11, 13, 14, 17, 21, 22, 23, 24
Siege Deck Card: 1d10 ⇒ 1 Card 1, Shadow
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.
Strength Melee 1d10+3
Cold Iron Mace +1 (Magic) 1d8+1
Discard Blessing of the Gods 1d10
Knight's Pennon (plus no qualifying allies) +1
Combat 13: 1d10 + 3 + 1d8 + 1 + 1d10 + 1 ⇒ (6) + 3 + (6) + 1 + (8) + 1 = 25 Victory and vindication!
I reset my hand and end my turn.
Summary
The Siege Deck is shuffled
15 Banished cards: 1, 2, 3, 5, 6, 7, 8, 9, 10, 12, 15, 16, 18, 19, 20 (7 M, 3 B, 5 H/V)
9 Remaining cards: 4, 11, 13, 14, 17, 21, 22, 23, 24; (5 M, 3 B, 1 H/V)
Knight's Pennon is up
Loc 1 (Reiko)
Loc 2 (unoccupied): Bottom Card is #1 (Detect Evil)
Loc 3 (Meliski): Bottom Card is #1 (Sickle +1)
Loc 4 (unoccupied)
Loc 5 (Seelah): Bottom Card is #1 (Ring of Protection)
Loc 6 (Harsk): Top card is Haste
Hand: Cat-O'-Nine-Tails, Champion's Do-Maru, zPotion of Ruggedness, Kabuto Helmet, Cold Iron Mace +1, Tripartite Spear +2
Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 9 Discard: 3 Buried: 0
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Katana +1 Naginata Cure Riding Horse Scribe
Recharged: Blessing of the Samurai, Blessing of Angradd, Gem of Physical Prowess
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 11 - Blessings Deck Card 10 / Blessing of the Gods
Give Card:None
Stay at Throne Room 3
Explore Card after shuffled: 4, 11, 13, 14, 17, 21, 22, 23, 24: 1d9 ⇒ 6 Siege Deck Card 21: Ambush
Will use 2-2A reward to add 1d12
Dexterity Check DC 9+2=11: 1d6 + 1d12 ⇒ (5) + (6) = 11 Defeated
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.
Ambush allows free explore
Explore Card after shuffled: 4, 11, 13, 14, 17, 22, 23, 24: 1d8 ⇒ 4 Siege Deck Card 14: Pit Trap
Will Discard Blessing of Milani to find a way around the trap
Wisdom Check DC 7: 1d6 + 2d6 ⇒ (1) + (3, 5) = 9
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.
Pit Trap allows free explore
Explore Card after shuffled: 4, 11, 13, 17, 22, 23, 24: 1d7 ⇒ 3 Siege Deck Card 13: Goblin Dog
Will use Life drain, tome, and Pennon. Will recharge Fox for Life drain reroll.
Life Drain Spell DC 9: 2d4 + 1d10 + 3 + 1d4 + 1 ⇒ (2, 4) + (5) + 3 + (4) + 1 = 19
Recharge Life Drain DC 9: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (4) = 8
Recharge Life Drain DC 9 REROLL: 1d10 + 7 ⇒ (3) + 7 = 10 Spell is recharged
Random card (Blessing of Milani) is shuffled into deck
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.
End turn and reset hand
Status
Knight's Pennon is up
Siege Deck is shuffled
18 Banished cards: 1, 2, 3, 5, 6, 7, 8, 9, 10, 12, 13, 14, 15, 16, 18, 19, 20, 21;
24-18=6 Remaining cards: 4, 11, 17, 22, 23, 24 (4 M, 1 B, 1 H/V)
(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: Bottom Card is #1(Ring of Protection 2)
(Harsk) Loc6: Top Card is #1(Haste 2)
Hand: Binder's Tome, Harsk Toxic Blunderbuss +1, Fire Snake, Cure, Blessing of Nethys,LimitedExplore, Byzantine Lexicon
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. Would like to use blessing to protect boons but use if needed.
Cure, Fire Snake, Blessing of Nethys,LimitedExplore
Be sure to confirm before using card Blessing of Nethys,LimitedExplore and beyond
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.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Helm of Telepathy Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Life Drain Fly Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:
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.

Reiko the Ninja |

Start turn, blessing is Shelyn. Recharge item (staff) to draw a card: Daggermark poisoner.
Random explore (4, 11, 17, 22, 23, 24): 1d6 ⇒ 2 Card 11: Yeth Hound
BYA Wis 6: 1d6 ⇒ 5 Fail. Difficulties increased by 1
Reveal Chakram, and Fluid for poison power, and Harsk's fire support
Combat 9+1=10: 1d10 + 4 + 1d8 + 1 + 1d8 + 1d4 + 1 ⇒ (5) + 4 + (6) + 1 + (6) + (3) + 1 = 26
Discard poisoner to explore again:
Random explore (4, 17, 22, 23, 24): 1d5 ⇒ 2 Card 17: Collapsed Ceiling.
Discard blessing, and reveal fluid for poison power
Acro 8 + 1 + 2 = 11: 3d10 + 5 + 1d8 ⇒ (2, 6, 3) + 5 + (5) = 21 Success!
End turn, reset hand, drawing 2
Hand: Bronzed Leather, Embalming Fluid, Galvanic Chakram + 1, Bo Horus, Shuriken + 1,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Please use blessing!
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.)

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Out of turn - Recharge: Returning Throwing Axe +1 (1) to use my power for support for Reiko
Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 13 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Location #6: Throne Room -> Location #2: Throne Room
Explore: Siege Deck
Random Siege Deck Card: 1d4 ⇒ 3 - Card 23 - Ghoul (Monster B)
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.
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.
Ghoul - Combat DC 11: 1d10 + 1d8 + 8 ⇒ (5) + (5) + 8 = 18 - Success
I will use my power to Examine the top card at Location #2: Throne Room Card 2 - Tome of Knowledge (Item B)
Siege Deck Cards remaining - 4, 22, 24
I will end my turn and reset my hand to 6
Hand: Returning Throwing Axe +1 (2), Blessing of Shax, Archer's Bracers, Tooled crocodile Skin, Gem of Physical Prowess, Masterwork Tools
Displayed:
Deck: 8 Discard: 2 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 ShaxSideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Retriever Deathbane Light Crossbow +1 Saber-Toothed Tiger
Recharged: Venomous Hand Crossbow + 1, Returning Throwing Axe +1 (1)
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.
2-1F:
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 14 - Card 13: Blessing of Torag
At the Start of my turn, I examine the top card of my location deck.
Location 5 Card 2: Scythe 21 (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: Location 3 -> Location 6
Explore: Siege Deck
3 Remaining cards: 4, 22, 24; (2 M, 0 B, 1 H/V)
Siege Deck Card: 1d3 ⇒ 2 Card 22, Skinsaw Cultist
Type: Monster
Traits: Cultist, Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck.
Strength Melee 1d10+3
Discard Tripartite Spear 2d8+2, 3s count as 8s
Reveal Champion's Do-Maru +1
Examined a boon 1d6
Knight's Pennon (plus no qualifying allies) +1
Combat 11: 1d10 + 3 + 2d8 + 2 + 1 + 1d6 + 1 ⇒ (7) + 3 + (3, 4) + 2 + 1 + (3) + 1 = 24 Victory!
I discard Potion of Ruggedness and Cat-O'Nine-Tails, then reset my hand and end my turn.
Summary
The Siege Deck is shuffled
22 Banished cards: 1, 2, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23 (10 M, 6 B, 6 H/V)
2 Remaining cards: 4, 24; (2 M, 0 B, 0 H/V)
Knight's Pennon is up, Scribe is in hand: +2
Loc 1 (Reiko)
Loc 2 (Harsk): Bottom Card is #1 (Detect Evil), Top Card is #2 (Tome of Knowledge)
Loc 3 (Meliski): Bottom Card is #1 (Sickle +1)
Loc 4 (unoccupied)
Loc 5 (unoccupied): Bottom Card is #2 (Scythe +1), card above is #1 (Ring of Protection)
Loc 6 (Seelah): Top card is Haste
Hand: Champion's Do-Maru, Kabuto Helmet, Cold Iron Mace +1, Naginata, Katana +1, Scribe
Displayed: Four-Mirror Armor, Knight's Pennon
Deck: 6 Discard: 6 Buried: 0
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Cure Riding Horse
Recharged: Blessing of the Samurai, Blessing of Angradd, Gem of Physical Prowess
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 15 - Blessings Deck Card 14 / Blessing of Sarenrae
Give Card:None
Stay at Throne Room 3
Random Siege Deck 4,24: 1d2 ⇒ 2 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.
Will Bury Tome to evade and then discard Blessing of Nethys to look at next 2 cards and place them in order.
Throne Room Card 2: Potion of Healing
Throne Room Card 3: Heavy Pick +1
Will keep order as is and explore.
Random Siege Deck 4,24: 1d2 ⇒ 1 Siege Deck Card 4: Goblin Warrior
Will bury Blunderbuss along with Pennon (+2)
Toxic Blunderbuss +1 DC 9: 1d6 + 1d10 + 1 + 3d6 + 2 ⇒ (6) + (10) + 1 + (4, 6, 2) + 2 = 31 Goblin Defeated
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Cast Cure on Self
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (4) + 1 = 5
Recharge Cure Spell DC 8: 1d10 + 3 ⇒ (6) + 3 = 9
End turn and reset hand discarding Fire Snake and reveal Lexicon
Hand: Blessing of Milani, Lightning Bolt, Fly, Bound Lantern Archon, Cleric of Nethys,LimitedExplore, Byzantine Lexicon, Pyrotechnic Blast
Displayed:
Deck: 8 Discard: 1 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. Would like to use blessing to protect boons but use if needed.
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.)"
Middle {Order is not Known}: Blessing of Abadar Blessing of the Spellbound Blessing of Nethys,LimitedExplore Helm of Telepathy Ivory Dice Fox Life Drain
Recharged: Cure
Discard Pile:
Buried Pile:
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.

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Out of Turn Update. Will cast Fly at start of Reiko's turn. Looking at Location 1 and 5
Throne Room#3 Card 1: Potion of Healing (B)
Throne Room#5 Card 3: Potion of Gracefulness (1)
Will then move to Throne Room #5
Recharge Fly DC 10: 1d10 + 3 ⇒ (10) + 3 = 13 Fly Recharged
Will then use Bound Lantern Archon to look at deck:
Life Drain
Helm of Telepathy
Blessing of Nethys,LimitedExplore
Will Draw Blessing into Hand and Put Life Drain with Helm on top
Arcane Check DC 10: 1d10 + 3 ⇒ (4) + 3 = 7 Archon is buried
Summary
The Siege Deck has 1 card (#24 Goblin Commando)
Knight's Pennon is up, Scribe is in hand: +2
Loc 1 (Reiko)
Loc 2 (Harsk): Bottom Card is #1 (Detect Evil Sp0), Top Card is #2 (Tome of Knowledge I0)
Loc 3 (unoccupied): Top Card is #2 (Potion of Healing I0) Bottom Card is #1 (Sickle +1 W2)
Loc 4 (unoccupied) Top Card is #1 (Leather Armor A0)
Loc 5 (Meliski): Top Card is #3 (Potion of Gracefulness I1) Bottom Card is #2 (Scythe +1 W2), card above is #1 (Ring of Protection)
Loc 6 (Seelah): Top card is Haste
Hand: Blessing of Milani, Lightning Bolt, Blessing of Nethys,LimitedExplore, Cleric of Nethys,LimitedExplore, Byzantine Lexicon, Pyrotechnic Blast
Displayed:
Deck: 8 Discard: 1 Buried: 3
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed.
Blessing of Milani, Cleric of Nethys,LimitedExplore
Recharged: Cure, Fly
Discard Pile:
Buried Pile:

Reiko the Ninja |

Leave this last gobbo to me.
Encounter Goblin Commando. Bury bronzed leather to reduce BYA damage to 0, avoiding scenario penalty. Reveal shurilken, and reveal Embalming fluid thrice, once for the shuriken's power, once for the fluid's power, and once for my character power. Additionally discard chakram (which adds electricity), and blessing (+2 dice due to electricity), and use the pennon.
Combat 9: 1d10 + 5 + 1d4 + 1 + 1d4 + 2 + 1d8 + 1d4 + 1 + 2d10 + 2 ⇒ (3) + 5 + (2) + 1 + (4) + 2 + (4) + (1) + 1 + (7, 10) + 2 = 42 Auto overkill
Bury top card for Fluid AYA, but I think we are done now.

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2-2D Summary:
That was quite the fight. The Museum of Ages was invaded by waves of cultists and their allies, laying traps and loosing monsters on the halls. Undoubtedly more of the items in the museum’s collection would have been broken had you not been there.At least, that’s the story you tell Doctor Landis. For his part, he is happy the idol of Sycorius didn’t fall into the cultists’ hands. The Cult of the Crimson Eye is a plague upon Varisia. Any advantage they gain is a problem you will have to solve later.As the morning arrives, you are pleased to breakfast at the Pathfinder Society in the care of Lady Heidmarch’s servants. And then a long day’s nap is in order.
2-2E Initial:
I appreciate your help over the last few days,” Lieutenant Kasadei says. “You’ve helped rescue a wealthy wedding party, brought a moment’s peace to the gangs of Underbridge, stopped shapechangers from impersonating our civic leaders, and defended our Museum of Ages against cultists. I wish I could thank you and send you on your way.“But what keeps me from bidding you a good day is this: Someone is killing the priests of Sarenrae. The Sarenites are among our most beloved citizens, but it’s not currently safe for them to walk the streets. Already, three of our priests have been slain, their hearts ripped from their bodies. And later, their bodies vanished as well! We think they might have been turned into the walking dead.”
You lament the tragedy and ask if there are any leads.“Just one,” Kasadei says, “and it’s not much of one. There are reports of shambling walkers near the sewers in Underbridge, not far from the Sarenite temple. If these reports are true, we might be able to enter the tunnels through the temple. I’m putting my full complement of watchmen on the case. If you find anything of note, just raise the alarm and my soldiers will hurry by your side with swords raised.”That does make the situation a bit better. And you’re feeling pretty confident that you can bring these killers to justice, until Kasadei finishes her thought.“There’s just one more thing,” she says. “When you were in Sandpoint, did they ever mention the Sandpoint Devil?”

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Pregame update:
During This Adventure:
During This Scenario: When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards. You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.
Additional Rules:
Henchman 2
Type: Monster
Traits: Elf Slayer
To Defeat: Combat 14
Before you act, a random character at your location is dealt 1 Force damage. After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location. If defeated, you may attempt to close the location this henchman came from.
Villain 2
Type: Monster
Traits: Demon Outsider
To Defeat: Combat 17
When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil. Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait. If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
Turn: 1, Meliski/Zalarian
Monsters
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.
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13 Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster 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.
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.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Barriers
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 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.
Barrier 1
Traits:
Basic
Human
Obstacle
To Defeat:
Wisdom 8 If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapons
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.
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.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 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.
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.
Spells
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.
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.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
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.
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.
Armors
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.
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.
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.
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.
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.
Items
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.
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.
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Allies
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.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 29
Blessings Deck
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 3
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Reiko/eddiephlash, Harsk/TheGreatNateO, None
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.
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.
Barrier 2
Traits:
Lock
Veteran
To Defeat:
Dexterity
Disable 11
OR Combat 22 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
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.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
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.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Location #2: Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
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.
Spell B
Traits:
Arcane
Attack
Basic
Force
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Villain 2
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 17 When you encounter Avalexi, a character at your location summons and encounters the villain The Sandpoint Devil.
Avalexi is immune to the Electricity, Fire, and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.
If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.
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.
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.
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.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 #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: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Weapon B
Traits:
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.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9 If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
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.
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.
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.
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.
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Location #4: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8 Banish this card to add a random item from the box to your hand.
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence
Arcane 3 Recharge this card to reduce Combat damage dealt to you by 1.
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
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.
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Location #5: Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
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.
Henchman 2
Type: Monster
Traits:
Elf
Slayer
To Defeat:
Combat 14 Before you act, a random character at your location is dealt 1 Force damage.
After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.
If defeated, you may attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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.
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.
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.
Ally 2
Traits:
Human
Sage To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Location #6: 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 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
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.
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.
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.
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
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.
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.
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.
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2 During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

Seelah - notshown |

Starting Location: Temple
Starting hand posted below. Favored card: Weapon
Hand: Naginata, Knight's Pennon, Tripartite Spear +2, Cold Iron Mace +1, Surgeon, Blessing of the Samurai
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Strength d10 [X]+1 [ ] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [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)"
Middle {Order is not Known}: Katana +1 Cat-O'-Nine-Tails Cure Fortified Shell Armor Four-Mirror Armor Kabuto Helmet Gem of Physical Prowess Riding Horse Scribe Blessing of the Gods Blessing of the Gods Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:

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Meliski - 2-2E: A Bad Day to be Good
Loot
Swapping Spyglass->Medusa Mask
Starting Location
Temple
Starting Hand - Choosing Item as favored card
Hand: Fire Snake, Blessing of the Spellbound, Ivory Dice, Life Drain, Blessing of Abadar, Medusa Mask
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. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Blessing of the Spellbound, Blessing of Abadar
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 3/4/5 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.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Helm of Telepathy Binder's Tome Byzantine Lexicon Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Lightning Bolt Fly Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:
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.

Reiko the Ninja |

Start at Temple.
Hand: Staff of Minor Healing, Embalming Fluid, Master Cartman, Daggermark Poisoner, Bo Horus,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Please use blessing! Might use Cartman to deliver a low deck card I pick up to whoever is at Shadow Clock or Town Square.
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.)

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Starting Location - Temple
Starting Hand -
Hand: Blessing of Milani (1), Toxic Blunderbuss +1, Blessing of Angradd, Returning Throwing Axe +1 (1), Saber-Toothed Tiger, Returning Throwing Axe +1 (2)
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: 0 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;
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.
Middle {Order is not Known}: Blessing of Shax Blessing of Milani (2) Blessing of Erastil Tooled Crocodile Skin Surgeon Retriever Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow + 1 Masterwork Tools Archer's Bracers Cure
Recharged:
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.
2-1F:
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 1 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: Meliski -> Toxic Blunderbuss +1
Move: Temple -> Deeper Dungeons
Explore: Deeper Dungeons Card 1 - Zombie Minion (Henchman 2)
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) and use my Ranged skill.
Zombie Minion - Combat DC 9+1=10: 1d10 + 1d8 + 6 ⇒ (4) + (7) + 6 = 17 - Success
I will attempt to Close the Location - Succeed at a Constitution or Fortitude 8 check. I will use my Fortitude skill and Blessing of Angradd to add 1 die to check, it will be recharged because top of Blessing Discard is Basic. I will Discard: Returning Throwing Axe +1 (1) for Scenario Effect.
Close Location Deeper Dungeons - Fortitude DC 8: 2d10 + 2 ⇒ (2, 2) + 2 = 6 - Fail
I will use my Paizo Item Re-roll.
Close Location Deeper Dungeons - Fortitude DC 8: 1d10 + 2 + 2 ⇒ (7) + 2 + 2 = 11 - Success
Deeper Dungeons is Closed
I will end my turn and reset my hand to 6.
Hand: Blessing of Milani (1), Blessing of Milani (2), Venomous Hand Crossbow +1, Cure, Saber-Toothed Tiger, Returning Throwing Axe +1 (2)
Displayed:
Deck: 10 Discard: 1 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 Milani (1)Sideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Retriever Gem of Physical Prowess Deathbane Light Crossbow +1 Masterwork Tools Archer's Bracers
Recharged: Blessing of Angradd
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.
2-1F:
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 2 - Card 9: Blessing of Iomeade
Knight's Pennon was displayed when Harsk encountered the Zombie Minion. Reiko's Master Cartman makes its value +2 (on reveal).
At the Start of my turn, I examine the top card of my location deck.
Temple Card 1: Blessing of the Gods (blessing 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: Naginata to Reiko
Move: Stay at Temple
Explore: Temple Card 2: Lightning Touch (spell B)
Intelligence 4: 1d6 + 1d6 ⇒ (6) + (3) = 9 Acquired!
I discard Blessing of the Samurai to explore again; per the scenario, I discard one additional card (Lightning Touch)
Temple Card 3: Force Missile (spell B)
Intelligence 4: 1d6 ⇒ 6 Acquired!
I recharge Surgeon to shuffle a random card from my discard pile back into my hand (Lightning Touch).
I reset my hand and end my turn. I will display Four-Mirror Armor at the first opportunity during Meliski's turn.
Summary:
Reiko has the Naginata.
Temple Card 1 is at the bottom of the location deck.
Temple Card 4 is at the top of the deck.
Hand: Tripartite Spear +2, Cold Iron Mace +1, zForce Missile, Riding Horse, Blessing of Angradd, Four-Mirror Armor
Displayed: Knight's Pennon
Deck: 11 Discard: 1 Buried: 0
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Katana +1, Cat-O'-Nine-Tails, Cure, Fortified Shell Armor, Kabuto Helmet, Gem of Physical Prowess, Scribe, Blessing of the Gods, Blessing of Tsukiyo, zLightning Touch
Recharged: Surgeon
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 3 - Blessings Deck Card 2 / Blessing of Lamashtu
Give Card:None
Temple -> Academy
Explore: Academy Card 1: Speed
Arcane Check DC 6: 1d10 + 3 ⇒ (5) + 3 = 8 Spell Acquired
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Discard Blessing of Spellbound along with ivory dice to explore again Academy Card 2: Guidance
Arcane Check DC 6: 1d10 + 3 ⇒ (7) + 3 = 10 Spell Auto-Acquired
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.
Will end Turn, discarding Guidance and reset hand
Status
Deeper Dung (Harsk) Closed
Temple (Seelah, Reiko) 4-10,1 remain
Throne Room 1-10 remain
Town Square 1-10 remain
Academy (Meliski) 3-10 remain
Shadow Clock 1-10 remain
Hand: Fire Snake, Speed, Harsk Toxic Blunderbuss +1, Life Drain, Blessing of Abadar, Medusa Mask
Displayed:
Deck: 12 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. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Speed, Blessing of Abadar
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 3/4/5 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.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Helm of Telepathy Binder's Tome Byzantine Lexicon Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Lightning Bolt Fly Pyrotechnic Blast
Recharged:
Discard Pile:
Buried Pile:
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.

Reiko the Ninja |

Start of turn, blessing is botg. Accept Naginata from Seelah on their turn. Move to Town square.
Reiko bids her companions farewell as they make their way across the town to help look out for the Sarenites. Seelah hands her a sword, and Reiko nods in acceptance before heading out herself to the square.
Display Master Cartman. Explore square card 1: Zombie Minion. Reveal Naginata. Reveal Embaling Fluid to add 2 and ignore poison immunity. Reveal it to add poison power Cha die. Plus 1 from Knight's Pennon.
Combat 9: 1d6 + 2d8 + 2 + 1d8 + 1 ⇒ (5) + (1, 3) + 2 + (5) + 1 = 17 Remove the 1 = 16, still success
Craft 7: 1d4 ⇒ 1 Auto Fail, bury top card: Bronzed Leather.
Attempt to close, banish Naginata, Town Square Closed!
When closed recharge a card: Blessing of Horus, and draw a card: Shuriken + 1. End turn, reset hand, drawing 1
Hand: Staff of Minor Healing, Embalming Fluid, Daggermark Poisoner, Shuriken + 1, Chain Vortex,
Displayed: Master Cartman,
Deck: 10 Discard: 0 Buried: 1
Notes:
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.)

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 5 - Top of Blessings Discards Deck: Blessing of Irori
Give Card: None
Move: Deeper Dungeons -> Shadow Clock
Explore: Shadow Clock Card 1 - Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
I will use Dexterity for check.
Large chest - Dexterity DC 11: 1d10 + 2 ⇒ (3) + 2 = 5 - Fail Barrier is Banished.
I will end my turn an hand is at 6
Hand: Blessing of Milani (1), Blessing of Milani (2), Venomous Hand Crossbow +1, Cure, Saber-Toothed Tiger, Returning Throwing Axe +1 (2)
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: 3 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 Milani (1), Venomous Hand Crossbow +1Sideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Shax Blessing of Erastil Tooled Crocodile Skin Surgeon Retriever Gem of Physical Prowess Deathbane Light Crossbow +1 Masterwork Tools Archer's Bracers
Recharged: Blessing of Angradd
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.
2-1F:
2-2A: Once during Adventure 2 of Season of the Runelords, you may add 1d12 to your check to defeat.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 6 - Card 5: Blessing of Sarenrae
At the Start of my turn, I examine the top card of my location deck.
Temple Card 4: Avalexi (Villain 2).
Give Card: none
Move: Temple -> Throne Room
Explore: Throne Room Card 1: Consecration
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.
Harsk discards one of his Blessings of Milani to add 2 dice to this check.
Divine Check DC 8: 1d8 + 2 + 2d8 ⇒ (4) + 2 + (6, 8) = 20 Success!
I discard Riding Horse to explore again. Throne Room Card 2: Sickle +1
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.
Strength Melee 10: 1d10 + 3 ⇒ (8) + 3 = 11 Acquired!
I discard Force Missile and Consecration, then reset my hand and end my turn.
Summary
Harsk discards a Blessing of Milani
Deeper Dungeons CLOSED
Temple 4-10, 1 remain; VILLIAN on top
Throne Room (Seelah) 3-10 remain
Town Square (Reiko) CLOSED
Academy (Meliski) 3-10 remain
Shadow Clock (Harsk) 2-10 remain
Hand: Tripartite Spear +2, Cold Iron Mace +1, Blessing of Angradd, zSickle +1 , Katana +1, zLightning Touch
Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 9 Discard: 4 Buried: 0
Notes: Knight's Pennon is displayed
Blessing of Angradd, zLightning Touch, zSickle +1
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)"
Middle {Order is not Known}: Cat-O'-Nine-Tails Cure Fortified Shell Armor Kabuto Helmet Gem of Physical Prowess Scribe Blessing of the Gods Blessing of Tsukiyo
Recharged: Surgeon
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 7 - Blessings Deck Card 6 /
Blessing of Abadar
Give Card:None
Stay at Academy
Explore Academy Card 3: Zadendi. Will discard Blunderbuss for 1 Force Damage and Reveal Life Drain and Banish Top of Blessing Deck for 1d12 (Blessings Deck Card 7 / Blessing of the Gods banished ) and Knight's Pennon
Life Drain Spell DC 14: 2d4 + 1d10 + 3 + 1d121 ⇒ (4, 1) + (5) + 3 + (97) = 110 Magic was used so Zadendi is defeated
Recharge Life Drain DC 9: 1d10 + 3 ⇒ (4) + 3 = 7 Spell is discarded and Blessing of Spelbound is shuffled back into deck
Henchman 2
Type: Monster
Traits:
Elf
Slayer
To Defeat:
Combat 14 Before you act, a random character at your location is dealt 1 Force damage.
After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.
If defeated, you may attempt to close the location this henchman came from.
Using Fire Snake Spell for Close.
Arcane Check DC 6: 1d10 + 3 ⇒ (6) + 3 = 9 Success
Recharge Fire Snake Spell DC 8: 1d10 + 3 ⇒ (5) + 3 = 8
Academy is closed and Guidance is shuffled back into my deck
End turn and reset hand discarding Medusa Mask
See next post for Status
Hand: Fly, Speed, Blessing of the Spellbound, Pyrotechnic Blast, Blessing of Abadar, Lightning Bolt, Fire Snake
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Speed, Blessing of Abadar
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 3/4/5 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.)"
Middle {Order is not Known}: Blessing of Milani Blessing of Nethys,LimitedExplore Helm of Telepathy Binder's Tome Byzantine Lexicon Bound Lantern Archon Fox Cleric of Nethys,LimitedExplore Cure Guidance
Recharged:
Discard Pile:
Buried Pile:
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.

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At beginning of Reiko's turn, will cast fly to look at top cards of Throne Room and Shadow Clock (put cards in status below). Will then move to Throne Room
Recharge Fly DC 10: 1d10 + 3 ⇒ (3) + 3 = 6 Fly is discarded
Diplomacy Check DC 6: 1d10 + 3 ⇒ (3) + 3 = 6 Succeeded
Status
Knights Pennon Displayed
Harsk needs to discard Blessing of Milani and another card from turn 6
Blessing Calc - Normally Blessing Deck Card # = Turn# - Current Turn# + 1
Currently Blessing Deck Card# = Turn# - Current Turn# - 0
Temple 4-10,1 Remain Top card is Card#4 (Villain) and Bottom is Card#1 BotG
Throne Room (Seelah, Meliski) 3-10 remain, Top is Card#3 Mace
Shadow Clock (Harsk) 2-10 remain, Top is Card#2 Goblin Plate +1
Hand: Speed, Blessing of the Spellbound, Pyrotechnic Blast, Blessing of Abadar, Lightning Bolt, Fire Snake
Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Speed, Blessing of Abadar, Blessing of the Spellbound
Recharged:
Discard Pile:
Buried Pile:

Reiko the Ninja |

Start turn, blessing is Calistria. Move to Temple. Since it seems this is about to go down, Ask Meliski to cast Speed on me. Encounter top card: Avalexi. BYA, first summon The Sandpoint Devil, then evade it.
BYA Arcane 10: 1d4 ⇒ 4 Auto fail
Grr Poison Immunity. Reveal Shuriken. Speed adds 3. Pennon adds Accept support from Harsk.
Combat 17: 1d10 + 2 + 3 + 3 + 1 + 1d4 + 1 ⇒ (6) + 2 + 3 + 3 + 1 + (1) + 1 = 17 Exactly what we needed!
Victory?

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Seems legit.
See the discussion for the acquired cards.
Reward: For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot
Impaler of Thorns and 1 character may temporarily replace 1 armor in his deck with the loot Snakeskin Tunic.
At the end of each scenario, return the loot to the game box.
Development:
The demoness Avalexi will take the hearts of Sarenite priests
no more. Between you and Kasadei’s watchmen, you slew the
demoness and chased her captive Sandpoint Devil back to the
skies. The Sarenites can practice their worship in peace once again.
“I thank you for your many services,” Kasadei says. “I know the
watch doesn’t pay enough, but I can say we’ve got some pull. And
because of your fine work, I was able to get my boss’s boss to secure
passage on a merchant ship across the waters. The boat will take
you the route of the long-gone Irespan to Hollow Mountain. That
is, if you still want to go.”
It’s tempting to stay in such an interesting city, but it is time for
you to leave. Hollow Mountain calls to you, and you must answer.
Adventure Reward:
Each character chooses a blessing that has an adventure deck number of 2 or lower from the box.
Pathfinder Adventure Card Guild characters may use it as a bonus deck upgrade.

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2-3 Into the Mountain
This is so exciting! At last you’re heading toward the
legendary Hollow Mountain. You still don’t know for
sure that there’s something related to the Runelords
happening there, but by the gods, as you draw closer, it just feels
like there must be.
Long ago, when the Thassilonian Empire was new, a bridge
called the Irespan, hundreds of feet wide and many miles long,
stretched from Magnimar in the south all the way north across
the Varisian Gulf to Rivenrake Island. When the empire fell, the
Irespan crumbled, and in modern times, those hardy few who
want to visit the island are forced to travel by boat.
So you found a boat. The Benevolent Mistress was leaving
Magnimar’s port district, certainly in no way intending to dock in
Riddleport. Captain Harshglen was more than willing to take your
hard-earned coin in exchange for passage to the island. “Another
band of adventurers who want to dare Hollow Mountain, eh?” she
mutters, fidgeting with the hook where her hand should be. “Many
have tried, you know. Not many came back.”
The Varisian Gulf is beautiful on a late spring afternoon. The
sun is shining, the waves are slapping gently against the hull,
and life seems full of possibility. As you approach the shores of
Rivenrake Island, a cold wind blows across your back. Looming
above you, after what seems like years of travel and adventure, is
the Mountain.
Captain Harshglen puts you unceremoniously ashore in the
ship’s boat. “Good luck, heroes. We’ll be back this way in a week or
so, as we agreed. Remember to light a bonfire so we know you’re
alive and want passage home. We’ll wait for two nights—after that,
you’re on your own.” With that, and a skeptical parting glance, she
directs her sailors to row back to the Benevolent Mistress.
Before you lies a rocky slope, sparsely studded with trees. In the
distance, before the mountain rises, you see the shrouded outlines
of ruined buildings. You’ve heard there used to be a city here—
Xin-Bakrakhan? Might be worth exploring.

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2-3A: Scouring Strifehold
It’s time to conquer Hollow Mountain.
In the ruins of Xin-Bakrakhan, the city that once spread along
the mountain’s lower slopes, you stumble into what was once an
evenly cobblestoned avenue. Stumpy fragments of walls remain, and
the tallest among you can see the outlines of former buildings in the
walls’ arrangement. The avenue’s remnants run off for hundreds of
feet in either direction.
You head left down the avenue for a time, and eventually find
something more than rubble and overgrowth. The dim outline
eventually resolves into an actual structure two stories high. The
better part of two wooden doors hangs drunkenly open, casting a
lonely shadow across the cracked cobblestones. The stone arch above
the doors bears an inscription that hasn’t entirely faded—this place
was once known as Strifehold.
After a quick check of your group’s morale to confirm that your
adventuring spirit will not be denied, you wrench one of the doors
free of its last hinge. It falls with a crash, and you step inside.
Well, that’s a nice surprise. The interior of this building is in
considerably better repair than its crumbling exterior would indicate.
It looks like several areas are connected to this main room through
arched passageways, one closed by a familiar-looking symbol lock.
You’d guess this was once a weapons or armor shop in its heyday.
“Strifehold” has a certain violent ring to it, and there are some piles
of splintered wood near the walls that might once have been weapon
racks. In fact, there appears to be an intact rack near the back of this
room. You move closer to see if anything’s left to loot.
The hissing sound that emanates from the archway near you seems
to imply that something else might have beaten you to it.

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Presetup:
During This Adventure:
During This Scenario: At the start of your turn, succeed at a Strength or Dexterity 5 check
or you cannot move until the end of your turn.
Treat the henchman Skinsaw Cultist as if it has the following
additional power: “After you act, each character at your location
must succeed at a Dexterity or Acrobatics 7 check or be dealt
1d4+1 Fire damage.”
Additional Rules:
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.
After you act, each character at your location
must succeed at a Dexterity or Acrobatics 7 check or be dealt
1d4+1 Fire damage.
Villain 3
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
Before you act, succeed at a Wisdom 7 check or the difficulty of your checks is increased by 2 for the rest of the turn. If you cannot move, the Herald of Wrath is undefeated.
Turn: 0, Harsk/TheGreatNateO
Monsters
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
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.
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.
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.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barriers
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier 3
Traits:
Cache
To Defeat:
Intelligence
Knowledge 10 If defeated, you may examine the top 2 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapons
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armors
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.
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.
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.
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
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.
Items
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
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.
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Acrobatics 5 Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Allies
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8 Banish this card to add a random item from the box to your hand.
Ally 3
Traits:
Human
Ranger To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your combat check, or 2d4 to your combat check against a monster with the Giant trait.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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:
Traits: To Acquire:
Blessings Remaining: 30
[b]Blessings Deck
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Reiko/eddiephlash, Harsk/TheGreatNateO, None
Location #2: Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Location #3: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #4: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None
Location #6: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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Meliski - 2-3A: Scouring Strifehold
Loot
None
Starting Location
Hand: BoMilani, Fly, Binder's Tome, Fox, Marionette, 2 BoAbadar
Thassilonian Dungeon
Starting Hand Meliski first chooses Weapon at first and several days later decides to change his mind Choosing Item as favored card
Recommended Start of Characters: Harsk, Seelah, Meliski at Thassilonian Dungeon (will provide rerolls for move if needed);Reiko can start just about anywhere.
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. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Fox, 2 BoAbadar, BoMilani
Strength d8 [ooc][ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [ ] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 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.)"
Middle {Order is not Known}: 1 BoAbadar Blessing of Nethys,LimitedExplore Helm of Telepathy Ivory Dice Byzantine Lexicon Bound Lantern Archon Cleric of Nethys,LimitedExplore Cure Lightning Bolt Life Drain Fire Snake spyglass
Recharged:
Discard Pile:
Buried Pile:
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.

Reiko the Ninja |

Swap in Snakeskin Tunic for my Bronzed Leather. Still waiting on Harsk to confirm deck upgrades from last scenario. Starting location: Garrison

Seelah - notshown |

2-3A - Scouring Strifehold
Starting Location: Desecrated Vault
Starting Hand; Favored Card: Weapon
Notes: I have Knight's Pennon and a hireling in my hand. Knight's Pennon is worth +2 for combats.
Hand: Surgeon, Earthbreaker, Knight's Pennon, Blessing of Iomedae, Cure, Scribe
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Knight's Pennon will display as soon as someone encounters a monster.
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)"
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Cold Iron Mace +1 Cat-O'-Nine-Tails Fortified Shell Armor Four-Mirror Armor Kabuto Helmet Gem of Physical Prowess Riding Horse Blessing of the Samurai Blessing of the Samurai Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:

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2-3A - Scouring Strifehold
Starting Location - Deeper Dungeons
Starting Hand -
Hand: Retriever, Blessing of Milani (2), Deathbane Light Crossbow +1, Blessing of Tsukiyo, Returning Throwing Axe +1 (2), Blessing of Angradd
Displayed:
Deck: 12 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 AngraddSideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Milani (1) Blessing of Erastil Tooled Crocodile Skin Surgeon Gem of Physical Prowess Toxic Blunderbuss +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Saber-Toothed Tiger Cure
Recharged:
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.

Reiko the Ninja |

Starting hand (Favored card, poison trait.)
Hand: Blue Star, Sacred Candle, Bo Wadjet, Chain Vortex, Staff of Minor Healing,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Will use candle at end of turn with a lvl 3 blessing. Feel free to use wadjet to help acquire a lvl 3 Boon.
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.)

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During This Adventure:
During This Scenario: At the start of your turn, succeed at a Strength or Dexterity 5 check
or you cannot move until the end of your turn.
Treat the henchman Skinsaw Cultist as if it has the following
additional power: “After you act, each character at your location
must succeed at a Dexterity or Acrobatics 7 check or be dealt
1d4+1 Fire damage.”
Additional Rules:
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.
After you act, each character at your location
must succeed at a Dexterity or Acrobatics 7 check or be dealt
1d4+1 Fire damage.
Villain 3
Type: Monster
Traits: Aberration
To Defeat: Combat 18 THEN Combat 18
Before you act, succeed at a Wisdom 7 check or the difficulty of your checks is increased by 2 for the rest of the turn. If you cannot move, the Herald of Wrath is undefeated.
Turn: 1, Seelah/notshown
Monsters
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
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.
Monster 3
Traits:
Plant
Ogrekin
To Defeat:
Combat 15 Muck Graul is immune to the Acid trait.
Add 1 die to checks to defeat Muck Graul with the Fire trait.
If the check to defeat does not have the Fire trait, Muck is undefeated.
If undefeated, choose a random character at this location to encounter Muck; after that encounter, put Muck on the bottom of the location deck.
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.
Barriers
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Weapons
Weapon 3
Traits:
Magic
Melee
Piercing
Polearm To Acquire:
Strength
Melee 12 For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.
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.
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.
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.
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.
Spells
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
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.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Items
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 3
Traits:
Accessory
Magic To Acquire:
Strength 5 Reveal this card to add 1 to your Strength check. You may play another item on this check.
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.
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Item B
Traits:
Elite
Tool To Acquire:
Dexterity
Disable 7 Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Allies
Ally 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.
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8 Banish this card to add a random item from the box to your hand.
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.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of 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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of 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.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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: Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seelah/notshown, None
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.
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.
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.
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.
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.
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
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.
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.
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.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Location #2: Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
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.
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
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.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 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 light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
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.
Monster B
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Villain 3
Type: Monster
Traits:
Aberration
To Defeat:
Combat 18
THEN Combat 18 Before you act, succeed at a Wisdom 7 check or the difficulty of your checks is increased by 2 for the rest of the turn.
If you cannot move, the Herald of Wrath is undefeated.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Location #3: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, None
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.
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.
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
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.
Spell 3
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane 10
OR Wisdom
Divine 12 Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
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.
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you take damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Location #4: Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
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.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
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.
Monster 3
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
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.
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/TheGreatNateO, None
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.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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.
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
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
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.
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.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Location #6: General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
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.
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.
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.
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.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Ally 3
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 8 Reveal this card to add 2 to your check to recharge a spell.
Discard this card to explore your location.
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.
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.

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 1 - Top of Blessings Discards Deck: Blessing of Sarenrae
Start of Turn Scenario Effect - Dexterity DC 5: 1d10 + 2 ⇒ (9) + 2 = 11 - Able to Move
Give Card: None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card 1 - Scorching Ray (Spell 1)
Acquire Scorching Ray - Intelligence DC 6: 1d6 ⇒ 3 - Fail
I will Discard: Retriever to Explore: Deeper Dungeons Card 2 - Glaive (Weapon B)
Retriever will give me 1d6 to Acquire
Acquire Glaive - Strength DC 9: 2d6 ⇒ (6, 1) = 7 - Fail
I will use my power and Examine Deeper Dungeons Card 3 - Ring of Protection (Item 2)
I will end my turn and reset my hand to 6
Hand: Tooled Crocodile Skin, Blessing of Milani (2), Deathbane Light Crossbow +1, Blessing of Tsukiyo, Returning Throwing Axe +1 (2), Blessing of Angradd
Displayed:
Deck: 11 Discard: 1 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:
Blessing of AngraddSideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Milani (1) Blessing of Erastil Surgeon Gem of Physical Prowess Toxic Blunderbuss +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Saber-Toothed Tiger Cure
Recharged:
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 2 - Card 1: Blessing of the Gods
Scenario Move Roll: Str 5: 1d10 + 1 ⇒ (9) + 1 = 10
At the Start of my turn, I examine the top card of my location deck.
Desecrated Vault Card 1: Faceless Stalker
Give Card: None
Move: Stay at Temple
Explore: Desecrated Vault Card 1
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.
Wisdom 7: 1d8 + 1 ⇒ (5) + 1 = 6 The Stalker is a little tougher.
Melee Strength 1d10+3
Earthbreaker 2d6
Display Knight's Pennon and reveal Scribe +2
Combat 9: 1d10 + 3 + 2d6 + 2 ⇒ (2) + 3 + (2, 6) + 2 = 15 Smushed.
I discard Surgeon to explore Card 2: Enchanter
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 1 Force damage: discard Blessing of Iomedae
Melee Strength 1d10+3
Earthbreaker 2d6
Display Knight's Pennon and reveal Scribe +2
Combat 9: 1d10 + 3 + 2d6 + 2 ⇒ (9) + 3 + (5, 3) + 2 = 22 Smushed.
AtE 1 Fire damage: discard Scribe
I reveal Cure to reclaim 2-5: 1d4 + 1 ⇒ (3) + 1 = 4 cards from discard.
Divine 8 to recharge: 1d10 + 2 ⇒ (4) + 2 = 6 Cure is discarded.
I reset my hand and end my turn.
Since I redrew Surgeon, I'll use it at the start of Meliski's turn to reshuffle Cure back into my deck, then I'll display Four-Mirror-Armor.
Hand: Earthbreaker, Four-Mirror Armor, Katana +1, Surgeon, Blessing of the Samurai, Gem of Physical Prowess
Displayed: Knight's Pennon
Deck: 10 Discard: 1 Buried: 0
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Tripartite Spear +2, Cold Iron Mace +1, Fortified Shell Armor, Kabuto Helmet, Riding Horse, Scribe, Blessing of Iomedae, Blessing of Angradd, Blessing of Tsukiyo, Loot-Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

Seelah - notshown |

Out of turn correction: used wrong die for Cure recharge.
1d8 + 2 ⇒ (2) + 2 = 4
Nothing changed. Carry on.

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 3 - Blessings Deck Card 2 / Blessing of Shelyn
SOT check to allow Movement DC 5: 1d8 ⇒ 5
Give Card:None
Stay at Thassilonian Dungeon
Explore Thassilonian Dungeon Card 1: Detect Evil. Auto Acquire. Will Cast spell to examine next card and then draw a card after resolving
Arcane Check with Tome DC 4: 1d10 + 3 + 1d4 ⇒ (9) + 3 + (3) = 15
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.
Examine card using Detect Evil is Thassilonian Dungeon Card 2: Skinsaw Cultist
Since henchman spell does not have option to encounter so check recharge and draw card for arcane spell (1 BoAbadar)
Arcane Check with tome DC 6: 1d10 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11 Recharged
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 encounter Cultist usingarionnete spell, tome, pennon and fire support from Harsk
Marionette DC 11: 1d6 + 1d10 + 3 + 1d4 + 1 + 1d4 + 1 ⇒ (3) + (10) + 3 + (2) + 1 + (4) + 1 = 24 Skinsaw Cultist Defeated
Marionette Recharge DC 9: 1d10 + 3 ⇒ (1) + 3 = 4 Spell is discarded
Will use BoMilani for AYA check. Will then use power to recharge 2 BoAbadar to reroll 1
Dexterity Check DC 7: 1d6 + 2d6 ⇒ (2) + (1, 2) = 5
Dexterity Check DC 7 reroll: 4 + 1d6 ⇒ 4 + (5) = 9 Fire damage avoided
After you act, each character at your location
must succeed at a Dexterity or Acrobatics 7 check or be dealt
1d4+1 Fire damage.
Attempt to check to close using Tome
Arcane Check DC 7: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10 Thassilonian Dungeon is closed
Will use fly to examine General store and Catacombs of Wrath
General Store Card 1: Goblin Warchanter
Catacombs of Wrath Card 1: Bunyip
Will then Move to General Store via fly
Recharge Fly with tome DC 10: 1d10 + 3 + 1d4 ⇒ (5) + 3 + (2) = 10Recharged
Reset Hand and End turn
Status
Blessing Deck Card# = Current Turn - Last BR Turn (1)
Pennon is up
Harsk needs to recharge for fire support
(Seelah) Desecrated Vault 3-10 remain
(Reiko) Garrison 1-10 remain
Thassilonian Dungeon - Closed
Catacombs of Wrath 1-10 remain / 1=Bunyip
(Harsk)Deeper Dungeons 3-10 remain / 3=Item2
(Meliski)General Store 1-10 remain / 1=Goblin Warchanter
Hand: Spyglass, Binder's Tome, 1 BoAbadar, Ivory Dice, Cleric of Nethys,LimitedExplore, Cure
Displayed:
Deck: 10 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. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
1 BoAbadar, Cure
Recharged: Detect Evil, 2 BoAbadar, Fly
Discard Pile:
Buried Pile:
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 3/4/5 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.)"
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.

Reiko the Ninja |

Start turn, blessing is Gorum.
Dex 5: 1d10 + 2 ⇒ (10) + 2 = 12 Success!
Explore Garrison card 1: Heavy Crossbow.
Ranged 7: 1d10 + 4 ⇒ (6) + 4 = 10 Success!
Discard Bo Wadjet to examine card 2: Frost Longbow +1. Explore it.
Ranged 11: 2d10 + 4 ⇒ (8, 5) + 4 = 17 Success!
Recharge Staff to recharge blessing.
End turn. Reset hand, discarding heavy bow, and revealing Blue star to increase hand size, then draw 2.
Reiko slips away to the Garrison to stock up before the inevitable big fight, finding a couple bows that will surely prove useful.
Hand: Blue Star, Sacred Candle, Chain Vortex, Frost Longbow +1 , Venomous Fighting Fan +1, Shuriken + 1,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Will use candle at end of turn with a lvl 3 blessing. Feel free to use Longbow to add 1d4 + 1 cold damage at a distant combat check.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([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.)

Reiko the Ninja |

Status
Blessing Deck Card# = Current Turn - Last BR Turn (1)
Pennon is up
Harsk (still) needs to recharge for fire support
(Seelah) Desecrated Vault 3-10 remain
(Reiko) Garrison 3-10 remain
Thassilonian Dungeon - Closed
Catacombs of Wrath 1-10 remain / 1=Bunyip
(Harsk)Deeper Dungeons 3-10 remain / 3=Item2
(Meliski)General Store 1-10 remain / 1=Goblin Warchanter

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Out of turn update - Recharged: Tooled Crocodile Skin for support

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 5 - Top of Blessings Discards Deck: Blessing of Calistria
Start of Turn Scenario Effect - Dexterity DC 5: 1d10 + 2 ⇒ (6) + 2 = 8 - Able to Move
Give Card: None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card 3 - Ring of Protection (Item 2)
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.
I will use Fortitude skill for check to Acquire
Ring of Protection - Fortitude DC 5: 1d10 + 2 ⇒ (9) + 2 = 11 - Acquired
I will Discard Blessing of Tsukiyo to Examine Deeper Dungeons Card 4 - Grindylow (Monster P)
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.
For Combat I will Display:Returning Throwing Axe +1 (2) with my Ranged Skill and Recharge:Returning Throwing Axe +1 (2) for 1d6 and +1 with Knight's Pennon
Grindylow - Combat DC 16: 1d10 + 1d8 + 1d6 + 7 ⇒ (2) + (7) + (5) + 7 = 21 - Success
I will use my power and Examine: Deeper Dungeons Card 5 - Ogrekin (Monster 3)
I will end my turn and reset my hand to 6
Hand: zRing of Protection, Blessing of Milani (2), Deathbane Light Crossbow +1, Gem of Physical Prowess, Blessing of Erastil, Blessing of Angradd
Displayed:
Deck: 11 Discard: 2 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 Angradd, Blessing of Milani (2)Sideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Milani (1) Surgeon Toxic Blunderbuss +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Saber-Toothed Tiger Cure
Recharged: Tooled Crocodile Skin, Returning Throwing Axe +1 (2)
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 6 - Card 1: Blessing of the Gods
Scenario Move Roll: Str 5: 1d10 + 1 ⇒ (9) + 1 = 10
At the Start of my turn, I examine the top card of my location deck.
Desecrated Vault Card 3: Wand of Force Missile (Item 1). 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 Desecrated Vault
Explore: Desecrated Vault Card 4 - Mercenary
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.
Melee Strength 1d10+3
Earthbreaker 2d6
Knight's Pennon (no ally) +1
I ignored a boon 1d6
Combat 12: 1d10 + 3 + 2d6 + 1 + 1d6 ⇒ (6) + 3 + (3, 6) + 1 + (5) = 24 Smushed.
I reset my hand and end my turn.
Summary
Blessing Deck Card# = Current Turn - 1
Pennon is up, no qualifying allies in hand
Seelah Desecrated Vault cards 5-10, 3 // 3 = Wand of Force Missile (I1)
Reiko Garrison 3-10 remain
Thassilonian Dungeon - Closed
Catacombs of Wrath 1-10 remain // 1 = Bunyip (MB)
Harsk Deeper Dungeons 5-10 remain // 5 = Ogrekin (M3)
Meliski General Store 1-10 remain // 1 = Goblin Warchanter (M1)
Hand: Earthbreaker, Katana +1, Blessing of the Samurai, Gem of Physical Prowess, Riding Horse, Blessing of Iomedae
Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 9 Discard: 1 Buried: 0
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Tripartite Spear +2 Cold Iron Mace +1 Cure Fortified Shell Armor Kabuto Helmet Scribe Blessing of Angradd Blessing of Tsukiyo Loot-Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 7 - Blessings Deck Card 6 /
Blessing of Gorum
SOT check to allow Movement DC 5: 1d8 ⇒ 5
Give Card:None
Stay at General Store
User power to explore bottom card - General Store Card 10: Half-Plate
Constitution Check DC 4: 1d6 + 0 ⇒ (6) + 0 = 6 Armor Acquired
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.
Will choose to shuffle location with power. Will then discard Cleric of Nethys to examine 2, rearrange, and explore
Random Top Card: 1d9 ⇒ 5 General Store Card 5: Scout
Random 2nd Card: 1d8 ⇒ 8 General Store Card 9: Spyglass
Will put Spyglass on Top followed by Scout and explore Spyglass
Wisdom Check DC 4: 1d6 + 0 ⇒ (1) + 0 = 1 spyglass banished
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.
Will use personal spyglass to look at Scout and another card
Random Card not Scout: 1d7 ⇒ 5 General Store Card 6: Cloak of Elvenkind
Will put Cloak on top and Scout underneath
Will cast cure on self
Cure 1d4+1 Cards: 1d4 + 1 ⇒ (3) + 1 = 4 All but Marionette is healed
Recharge Cure Spell with Tome DC 8: 1d10 + 3 + 1d4 ⇒ (10) + 3 + (4) = 17 Cure is recharged
Will end turn and Reset hand
Status
Blessing Deck Card# = Current Turn - Last BR Turn (1)
Pennon is up
(Seelah) Desecrated Vault 5-10,3 remain, 3=Item1
(Reiko) Garrison 3-10 remain
Thassilonian Dungeon - Closed
Catacombs of Wrath 1-10 remain / 1=Bunyip
(Harsk)Deeper Dungeons 5-10 remain / 5=Ogrekin
(Meliski)General Store 6,5,(random 1-4,7-8) remain / 6=Item2,5=Scout,?=Goblin Warchanter
Hand: Binder's Tome, 1 BoAbadar, Ivory Dice, Half-Plate, Spyglass, Life Drain
Displayed:
Deck: 13 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. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
1 BoAbadar
Recharged: Cure
Discard Pile:
Buried Pile:
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 3/4/5 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.)"
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.

Reiko the Ninja |

Start of turn, hour is card 7: botg.
move?: 1d10 + 5 ⇒ (5) + 5 = 10
Explore Garrison, card 3: Ghoul. Immune to poison, so cast Chain vortex, also have +1 from pennon. Will discard after as no way to pass recharge check.
Combat 11: 1d10 + 5 + 2d6 + 1 ⇒ (8) + 5 + (5, 2) + 1 = 21 Defeated!
End turn, reset hand, drawing 1.
Hand: Blue Star, Sacred Candle, Frost Longbow +1 , Venomous Fighting Fan +1, Shuriken + 1, Bo Kofusachi,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Will use candle at end of turn with a lvl 3 blessing. Please use Longbow to add 1d4 + 1 cold damage at a distant combat check.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([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.)

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 9 - Top of Blessings Discards Deck: #8 Blessing of the Gods
Start of Turn Scenario Effect - Dexterity DC 5: 1d10 + 2 ⇒ (7) + 2 = 9 - Able to Move
Give Card: None
Move: Stay at Deeper Dungeons
Explore: Deeper Dungeons Card 5 - Ogrekin (Monster 3)
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Ogrekin Encounter Effect: 1d4 ⇒ 3 - The Ogrekin may not be evaded
For Combat I will Reveal: Deathbane Light Crossbow +1 and use my Ranged skill. Also use Reiko's Longbow to add 1d4+1. Pennon +1
Ogrekin - Combat DC 13: 1d10 + 1d8 + 1d4 + 8 ⇒ (9) + (5) + (1) + 8 = 23 - Success
I will Recharge: Blessing of Angradd (because Top of Blessing Discard is Basic) to Explore: Deeper Dungeons Card 6 - Plague Zombie (Monster B)
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: Deathbane Light Crossbow +1 and use my Ranged skill, because Monster had Undead trait I will add 1d8 to check. Pennon +1
Plague Zombie - Combat DC 11: 1d10 + 2d8 + 7 ⇒ (10) + (2, 5) + 7 = 24 - Success
I will use my power to Examine: Deeper Dungeons Card 7 - Skinsaw Cultist (Henchman 2)
I will end my turn and reset my hand to 6
Hand: zRing of Protection, Blessing of Milani (2), Deathbane Light Crossbow +1, Gem of Physical Prowess, Blessing of Erastil, Venomous Hand Crossbow +1
Displayed:
Deck: 11 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:
Blessing of Milani (2), Blessing of ErastilSideboard cards: Alchemical Cartridges;
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.
Middle {Order is not Known}: Blessing of Milani (1) Surgeon Toxic Blunderbuss +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Saber-Toothed Tiger Cure
Recharged: Tooled Crocodile Skin, Returning Throwing Axe +1 (2), Blessing of Angradd
Discard Pile:
Buried Pile:
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.
[ ] [ ] 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.
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.

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 10 - Card 1: Blessing of Zarongel
Scenario Move Roll: Str 5: 1d10 + 1 ⇒ (4) + 1 = 5
At the start of my turn, I examine the top card of my location deck.
Desecrated Vault Card 5: Battered Chest (Barrier B).
Give Card: None
Move: Stay at Desecrated Vault
Explore: Desecrated Vault Card 5 - Battered Chest
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.
I recharge Blessing of the Samurai. Melee 8: 1d10 + 3 + 1d10 ⇒ (3) + 3 + (3) = 9 Chest opened
Random Items: 1d4 ⇒ 3
First three random items:
- Wand of Scorching Ray (Item 3)
- Belt of Giant Strength (Item 3)
- Potion of Gracefulness (Item 1)
I discard Blessing of Iomedae to explore Card 6: Headband of Alluring Charisma (Item 3).
Charisma 5: 1d8 ⇒ 5 Acquired.
I discard Riding Horse to explore Card 7: Blessing of Pharasma (Blessing B)
Divine 5: 1d8 + 2 ⇒ (4) + 2 = 6 Acquired!
I discard Blessing of Pharasma to explore Card 8 Yeth Hound (Monster 1).
Traits: Elite, Outsider
To Defeat: Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Wisdom 6: 1d8 + 1 ⇒ (5) + 1 = 6
I bury Wand of Scorching Ray for the combat.
Wand of Scorching Ray 4d6
Knight's Pennon (no ally) +1
Combat 12: 4d6 + 1 ⇒ (6, 3, 4, 2) + 1 = 16 Toasty!
I reset my hand and end my turn.
Summary
Blessing Deck Card# = Current Turn - 1
Pennon is up, no qualifying allies in hand
Seelah Desecrated Vault cards 9-10, 3 remain // 3=Wand of Force Missile(I1)
Reiko Garrison 4-10 remain
Thassilonian Dungeon - Closed
Catacombs of Wrath 1-10 remain // 1 = Bunyip (MB)
Harsk Deeper Dungeons 7-10 remain // 7=Skinsaw Cultist(H2)
Meliski General Store 6,5,(random 1-4,7-8) remain // 6=Cloak/Elvenkind(I2), 5=Scout(MB), 1=Goblin Warchanter(M1)
Hand: Earthbreaker, Katana +1, Gem of Physical Prowess, zBelt of Giant Strength, zPotion of Gracefulness, zHeadband of Alluring Charisma
Displayed: Knight's Pennon, Four-Mirror Armor
Deck: 10 Discard: 4 Buried: 1
Notes: Knight's Pennon is displayed
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)"
Middle {Order is not Known}: Tripartite Spear +2 Cold Iron Mace +1 Cure Fortified Shell Armor Kabuto Helmet Scribe Blessing of Angradd Blessing of Tsukiyo Loot-Impaler of Thorns
Recharged: Blessing of the Samurai
Discard Pile:
Buried Pile: