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

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


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Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 9 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Scenario Move Effect Ending Locations:
#1-Acad=
#2-GWorks=Seelah
#3-SClock=Harsk
#4-DeeperDungeon=Reiko
#5-ThroneRoom=
#6-TDungeon=Meliski

Move: Shadow Clock -> Deeper Dungeons
Explore: Deeper Dungeons Card 1 - Frost Longbow +1 (Weapon 3)

Frost Longbow +1:

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.

I will use Ranged Skill to Acquire
Acquire Frost Longbow +1 - Ranged DC 11: 1d10 + 6 ⇒ (3) + 6 = 9 - Fail

I will discard Saber-Toothed Tiger to Explore: Deeper Dungeons Card 2 - Clockwork Demon (Henchman 3)

Clockwork Demon:

Henchman 3
Type: Monster
Traits: Demon Outsider
To Defeat: Combat 16 OR Intelligence Knowledge 12
The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.

I will Auto Fail Arcane/Divine Check and I will Auto Fail Intelligence/Knowledge check. I will Draw a Card - Blessing of Tsukiyo, Recharge 1 Card - Blessing of Tsukiyo, and Discard 1 Card - Masterwork Tools

For Combat I will Reveal: Deathbane Light Crossbow +1 and my Archer's Bracers with my Ranged Skill
Clockwork Demon - Combat DC 16: 1d10 + 1d8 + 9 ⇒ (1) + (7) + 9 = 17 - Success

I will attepment to Close Location: Deeper Dungeons - Succeed at a Constitution or Fortitude 8 check. I will use my Fortitude Skill and my Blessing of Milani (2) for 1 die
Close Deeper Dungeons - Fortitude DC 8: 2d10 + 3 ⇒ (3, 8) + 3 = 14 - Success

Scenario Effect - Mental Damage: 1d4 ⇒ 4 - Discard Archer's Bracers and Deathbane Light Crossbow +1

I will end my turn and Reset my hand to 7

Location Deeper Dungeons Closed

Harsk wrote:

Hand: Humanbane Crossbow +2, Returning Throwing Axe +1, Venomous Hand Crossbow +1, Retriever, Tooled Crocodile Skin, Cure, Blessing of Angradd

Displayed: Flight Arrows
Deck: 2 Discard: 8 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Returning Throwing Axe +1, Venomous Hand Crossbow +1, Blessing of Angradd

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Surgeon, Blessing of Tsukiyo
Discard Pile:Blessing of Cayden Cailean, Blessing of Milani (1), Gem of Physical Prowess, Saber-Toothed Tiger, Masterwork Tools, Blessing of Milani (2), Archer's Bracers, Deathbane Light Crossbow +1
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 10 - Blessings Deck Card 1 / Blessing of the Gods
SOT: None
Give Card: None
Move: Stay at Thassilonian Dungeon
Explore: Thassilonian Dungeon Card 1: Clockwork Demon revealing tome for Arcane check.

"Wha! I think ya demons think ya got me with me britches down! Think again!"

Arcane Check DC 11: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16 Success
Will dicard BoThoth to add 1 die and cold for Intelligence check
Intelligence Check DC 9: 1d6 + 1d6 ⇒ (6) + (3) = 9 Success

Using Lightning Bolt, Revealing tome for both combat and recharge check

Lightning Bolt Spell Combat Check DC 16: 3d6 + 1d10 + 4 ⇒ (3, 3, 1) + (9) + 4 = 20 Monster defeated
Draw Card into hand due to location (Helm of Telepathy)
Recharge Lightning Bolt DC 10: 1d10 + 4 ⇒ (9) + 4 = 13 Spell is recharged

Clockwork Demon:

Henchman 3
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Intelligence
Knowledge 12 The Clockwork Demon is immune to the Acid and Poison traits. Before you act, succeed at an Arcane or Divine 11 check or you may not play spells that have the Attack trait. Then, succeed at an Intelligence or Knowledge 9 check or draw 1 card, recharge 1 card, discard 1 card, then bury 1 card.

Attempting close
Arcane Check DC 7: 1d10 + 4 ⇒ (2) + 4 = 6 Initially not a Success so will recharge cleric to turn into success (6+2=8)

No villain present so Thassilonian Dungeon is closed!

Will recharge Helm of Telepathy to examine the top card of another character's deck (Reiko) and then that character may shuffle their deck

EOT: End Turn and Reset hand

Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)[/u]
Notes for Harsk: Everyone shifts down 1;
Notes for Reiko: Examine top card of their deck and may shuffle
Additional Info 1: Can only move 1 up during move phase; damage if at same loc eot

Academy CLOSED
Seelah - Glassworks 1-9 remain // ?=Rat Swarm(MB),?=Aldern Foxglove(Al1),?=Bl or V
Shadow Clock CLOSED
Reiko, Harsk - Deeper Dungeons CLOSED
Throne Room 1-7 remain // ?=Bl or V
Meliski - Thassilonian Dungeon CLOSED

Meliski wrote:

Hand: wSeelah Tripartite Spear +2, Binder's Tome, s1Cure, s5Fly, Tome of Knowledge, s6Marionette

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoMilani 1 BoAbadar 2 BoAbadar i1Ivory Dice Byzantine Lexicon al1Bound Lantern Archon Fox s3Life Drain s4Fire Snake
Recharged: al2Cleric of Nethys, s2Lightning Bolt, ar1Helm of Telepathy
Discard Pile:BoThoth, b1Blessing of Nethys, Speed
Buried Pile:i2Wand of Flying

Status Link
Skills and Powers:
SKILLS
Strength d8 [X] +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 [x] +3[/ooc]
- 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 4/5/6 = 19
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] 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:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Grand Lodge

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

Turn Update

Missed Bury Card on Henchman, Will Bury my Archer's Bracers and Use my Paizo Item Re-Roll because the roll is now 15

Re-Roll Clockwork Demon - Combat 16: 1d10 + 7 + 7 ⇒ (7) + 7 + 7 = 21 - Success

All other rolls should be OK

Harsk wrote:

Hand: Humanbane Crossbow +2, Returning Throwing Axe +1, Venomous Hand Crossbow +1, Retriever, Tooled Crocodile Skin, Cure, Blessing of Angradd

Displayed: Flight Arrows
Deck: 2 Discard: 7 Buried: 1
Notes: 2 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Returning Throwing Axe +1, Venomous Hand Crossbow +1, Blessing of Angradd

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Surgeon, Blessing of Tsukiyo
Discard Pile:Blessing of Cayden Cailean, Blessing of Milani (1), Gem of Physical Prowess, Saber-Toothed Tiger, Masterwork Tools, Blessing of Milani (2), Deathbane Light Crossbow +1
Buried Pile:Archer's Bracers

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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


Human Saboteur Ninja, Tier 6, Deck Handler

Out of turn, examine top of deck: Venomous Fighting Fan +1. Good weapon, but I already have combat boons in hand. Choosing to shuffle it back in.

"Thanks for the refresh, Harsk!"


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

Turn Order - Harsk, Seelah, then Meliski, Reiko
Turn 11 *glares at Scott* - Card 2: Blessing of Erastil

On Harsk's turn, I was moved from Shadow Clock to Glassworks.

At the start of my turn, I examine the top card of my location deck.
Glassworks Card 1: Rat Swarm (Monster B).

Give Card: None

Move: Stay at Glassworks

Explore: Glassworks Card 1 - Rat Swarm

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

Combat Breakdown:

Melee: Strength 1d10+4
Dwarven Earthbreaker +1 2d6+1

Combat 8, 12 to eliminate: 1d10 + 4 + 2d6 + 1 ⇒ (9) + 4 + (5, 3) + 1 = 22 Yep...

I discard Blessing of Iomedae to explore Card 2 - Bastard Sword +1 (Weapon 1)
Melee 9: 1d10 + 4 ⇒ (1) + 4 = 5 Nope...
Failed a check at the Glassworks, so I discard the top card of my deck: Scribe.

I end my turn and reset my hand.

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Fortified Shell Armor, Cure, Cold Iron Mace +1, Surgeon, Blessing of Angradd

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1, Shock Glaive +1, Four-Mirror Armor, Kabuto Helmet, Grappler's Mask, Knight's Pennon, Riding Horse, Blessing of the Samurai, Blessing of Tsukiyo, Impaler of Thorns
Recharged:
Discard Pile:Blessing of Iomedae, Scribe
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Turn 12. Start turn, blessing is card 3: Lamashtu. Move to Throne room. Explore top card: Light Crossbow +1.
Ranged 8: 1d10 + 4 ⇒ (10) + 4 = 14 Acquired!

Discard Bo Kofusachi to explore card 2: Clockwork Demon. Poison and spell immune. BYA check Arcane 11: 1d4 ⇒ 1 Auto fail.
Next BYA check Int 9: 1d6 ⇒ 2 Auto fail.
Draw 1: Shuriken + 1. Recharge 1: Chain Vortex. Discard 1: Shuriken + 1. Bury 1: Heavy Crossbow.
Use Light crossbow, add Blesssing of Horus, use support fire from Harsk

Combat 16: 2d10 + 4 + 1d8 + 1 + 1d4 + 1 ⇒ (9, 2) + 4 + (1) + 1 + (2) + 1 = 20 Defeated!

End turn, reset hand, drawing 3

Reiko wrote:

Hand: Embalming Fluid, Light Crossbow +1 , Galvanic Chakram + 1, Venomous Fighting Fan +1, Wayfinder,

Displayed:
Deck: 7 Discard: 7 Buried: 2
Notes: Use Crossbow for an extra 1d4 to a nonlocal combat.

Skills and Powers:
SKILLS

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

Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (9)[/u]
Notes for Harsk: Everyone shifts down 1;
Notes for Reiko: Examine top card of their deck and may shuffle
Additional Info 1: Can only move 1 up during move phase; damage if at same loc eot
Academy CLOSED
Seelah - Glassworks 3-9 remain // ?=Aldern Foxglove(Al1),?=Bl or V
Shadow Clock CLOSED
Harsk - Deeper Dungeons CLOSED
Reiko - Throne Room 3-7 remain // ?=Bl or V, Henchman defeated.
Meliski - Thassilonian Dungeon CLOSED

Liberty's Edge

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

Harsk needs to recharge card for Reiko's turn
On Turn 13 Harsk' turn, SOT everyone shifts and Harsk will likely use player mat benefit to discard card and draw card (Surgeon).
Scenario Move Effect Ending Locations:
#1-Acad= Seelah
#2-GWorks=
#3-SClock=Harsk
#4-DeeperDungeon=Reiko
#5-ThroneRoom=Meliski
#6-TDungeon=
Move: Shadow Clock -> Deeper Dungeons
Meliski will then use fly

Will discard s5Fly spell to examine 2 locations and optionally may move a character at current location to different location
Throne Room Card 3: Xanesha
Glassworks Card 3: Diseased Rats
Meliski Moves ThroneRoom to Deeper Dungeon
Recharge s5Fly with tome DC 10: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Fly spell is recharged

Harsk will then use surgeon and Meliski will use Cure spell

s1Cure 1d4+1 Cards: 1d4 + 1 ⇒ (1) + 1 = 2 - 2 cards shuffled back in
Recharge Cure Spell with tome DC 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15

Xanesha:

Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.
T

Meliski wrote:

Hand: wSeelah Tripartite Spear +2, Binder's Tome, Tome of Knowledge, s6Marionette

Displayed:
Deck: 14 Discard: 3 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: BoMilani 1 BoAbadar 2 BoAbadar i1Ivory Dice Byzantine Lexicon al1Bound Lantern Archon Fox s3Life Drain s4Fire Snake
Recharged: al2Cleric of Nethys, s2Lightning Bolt, ar1Helm of Telepathy, s5Fly, s1Cure
Discard Pile:BoThoth, b1Blessing of Nethys, Speed
Buried Pile:i2Wand of Flying

Grand Lodge

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

Out of Turn Update: Recharged Venomous Hand Crossbow +1 for Reiko

At Start of turn I will use my Paizo Mate to Discard: Tooled Crocodile Skin and Draw: Surgeon

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 13 - Top of Blessings Discards Deck: Blessing of Gorum
Give Card: None
Scenario Move Effect Ending Locations:
#1-Acad=Seelah
#2-GWorks=
#3-SClock=Harsk
#4-DeeperDungeon=Reiko
#5-ThroneRoom=Meliski
#6-TDungeon=None

Move: Shadow Clock -> Deeper Dungeon
Explore: None

Meliski will Fly over and Heal me for 2 cards - Gem of Physical Prowess and Blessing of Milani (2) my deck is shuffled

I will Reveal: Surgeon and Heal 1 card - Deathbane Light Crossbow +1 and Surgeon is Recharged

I will Reveal: Cure and use on myself
Cure: 1d4 + 1 ⇒ (1) + 1 = 2 - Blessing of Cayden Cailean and Masterwork Tools and my deck is shuffled
Cure is Banished

At the end of my turn I will Discard: Retriever and Move: Glass Works, I will reset my hand to 7

Ending Locations:
#1-Acad=Seelah
#2-GWorks=Harsk
#3-SClock=
#4-DeeperDungeon=Reiko Meliski
#5-ThroneRoom=
#6-TDungeon=None

Harsk wrote:

Hand: Humanbane Crossbow +2, Returning Throwing Axe +1, Blessing of Angradd, Deathbane Light Crossbow +1, Blessing of Cayden Cailean, Blessing of Tsukiyo, Gem of Physical Prowess

Displayed: Flight Arrows
Deck: 4 Discard: 4 Buried: 1
Notes: 2 Card(s)s are available 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 Cayden Cailean, Humanbane Crossbow +2, Deathbane Light Crossbow +1

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ooc][ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani (2) Surgeon Venomous Hand Crossbow +1 Masterwork Tools
Recharged:
Discard Pile:Retriever, Blessing of Milani (1), Tooled Crocodile Skin, Saber-Toothed Tiger
Buried Pile:Archer's Bracers

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[ ] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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


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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 14 - Card 5: Blessing of Torag

On Harsk's turn, I was moved from Glassworks to Academy.

Give Card: None

Move: Stay at Glassworks

Explore: none

I end my turn, discarding Cold Iron Mace +1 and recharging Fortified Shell Armor before resetting my hand.

Seelah wrote:

Hand: Dwarven Earthbreaker +1, Cure, Surgeon, Blessing of Angradd, Grappler's Mask, Four-Mirror Armor

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Shock Glaive +1 Kabuto Helmet Knight's Pennon Riding Horse Blessing of the Samurai Blessing of Tsukiyo Impaler of Thorns
Recharged: Fortified Shell Armor
Discard Pile:Blessing of Iomedae, Scribe, Cold Iron Mace +1
Buried Pile:

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 15 - Blessings Deck Card 6 / Blessing of the Gods
SOT: Will use Player mat benefit to discard (Tome of Knowledge) and draw (Fox)
Give Card: None
Move: Deeper Dungeon-> Throne Room
Explore: Throne Room Card 3: Xanesha

Harsk will use his benefit to automatically succeed at temp close at glass works. Will use and discard Spear and Hark Fire support as well as discard deathbane crossbow and Reiko will discard light crossbow. Harsk will recharge Blessing of Angradd for another d8 and tome
Seelah Tripartite Spear +2 Combat Check DC 14 (Add +5 for every 3 rolled on each
D8:
2d8 + 3 + 1d8 + 1d4 + 1 + 1d4 + 1d4 + 1d8 + 1d4 ⇒ (3, 6) + 3 + (6) + (2) + 1 + (3) + (1) + (6) + (3) = 34 +5=39 Monster defeated

For second check will use Marionnette and Harsk Blessing of Cayden and Seelah's blessing of Angradd. Harsk will use fire support and use flight arrows for humanbane crossbow to add d4+1 and tome
s6Marionette Combat Check DC 17: 1d6 + 1d10 + 4 + 2d10 + 1d4 + 1 + 1d4 + 1 + 1d4 ⇒ (1) + (1) + 4 + (7, 3) + (1) + 1 + (4) + 1 + (3) = 26 Monster defeated
Marionette Recharge DC 9: 1d10 + 4 ⇒ (9) + 4 = 13 Spell is recharged

Xanesha:

Villain 2
Type: Monster
Traits:
Lamia
To Defeat:
Wisdom 10
OR Combat 14
THEN Combat 17
If you fail a combat check, you may not play weapons or spells for the rest of the turn.
"I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise?"-- Note found in the Shadow Clock.

"Just like clockwork!"

Scenario is successfully completed

The Exchange

2-3C: Curses! Foiled Again!

Adventuring is hard work, you think, stepping into the
immense cavern inside the mountain. Perhaps a bit of rest
is in order. The contents of your pack weigh heavily on
your shoulders. One of the buildings here should give a measure of
protection while you get a few hours of shut-eye.
Many of the buildings in the cavern exhibit broken walls or
collapsed ceilings. You attribute most of the damage to natural
decay, though several of the walls appear to have been damaged
by blunt objects being smashed into them with force. Rumors say
Runelord Alaznist has an army of giants, and these buildings are
big enough to house the creatures. Could be this was their home.
Several hours later, you’ve traversed more than half the cavern
but still haven’t located a prime spot for resting. Then you spy a
small building set up against the cavern’s edge. Walls and ceiling
intact, this could be the place. Your light source reveals a small
room with the remains of furniture. Clearing a space for your
bedroll, you wrap yourself in blankets and rest your weary body.
While you sleep, several creatures enter. Rags shroud their
features. They move silently, voices like whispering breezes. Not
that you are aware of the activity, as you remain sucked into the
stupor of sleep. You rise rested, only to realize you’re missing key
parts of your kit. You look around at the waking forms of your
friends, only to see bits and pieces of your gear in their packs and
bedrolls. This is no time for pranks! A reddish haze covers your
vision as you lurch out of your pallet, intent on your belongings.

The Exchange

During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any
character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each
location’s deck list into location decks, deal them into pile by card
type (so all of the weapons that would have been dealt into location
decks are instead dealt into a single weapon pile, and so on). Then
each character deals the cards from his character deck into those
same piles, again by card type (so everyone’s weapons that aren’t in
starting hands are now in the weapon pile, and so on). Shuffle each
pile and build the locations using cards from these piles, then add
henchmen to the location decks as usual. Finally, deal each character
the same number of cards from each pile that he dealt into it (so
these cards, if combined with his starting hand, would again meet
the Cards List requirement on his character card); shuffle these cards
to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first
make it match the list you recorded before setting up: put any cards
you have that are not on the list into a reward pile, then add back any
cards that you no longer have regardless of where they ended up, but
do not add back cards that were removed from the game.
Additional Rules:

Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Turn: 0, Harsk/TheGreatNateO

Random Cards:

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

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

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

Spoiler:
Carrionstorm
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.

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

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

Spoiler:
Locked Stone Door
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.

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

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

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


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

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

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

Spoiler:
Frost Longbow +1
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.

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

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

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

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

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

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

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

Spoiler:
Elven Chain Shirt
Armor B
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.

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

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

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

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

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

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

Spoiler:
Belt of Giant Strength
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.

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

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

Spoiler:
Maester Grump
Ally 2
Traits:
Human To Acquire:
Charisma
Diplomacy 7
OR Wisdom
Divine 8 Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.

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

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

Spoiler:
Brodert Quink
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.

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

Spoiler:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 0

[b]Blessings Deck

Blessings Deck Cards/Turn Order:

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Liberty's Edge

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

Meliski - 2-3C: Curses! Foiled Again!

Loot
None

Starting Location
Fort Rannick
Starting Hand - Choosing Item as favored card

Meliski wrote:

Hand: i2Wand of Flying, 1 BoAbadar, BoMilani, s3Life Drain, Binder's Tome, Merchant

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: b1Blessing of Nethys 2 BoAbadar BoThoth ar1Helm of Telepathy i1Ivory Dice Byzantine Lexicon al1Bound Lantern Archon al2Cleric of Nethys Old Salt s1Cure s2IceandFire s4Fire Snake s5Fly s6Marionette
Recharged:
Discard Pile:
Buried Pile:

Status Link
Skills and Powers:
SKILLS
Strength d8 [X] +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 [x] +3[/ooc]
- 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 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] 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:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.


Human Saboteur Ninja, Tier 6, Deck Handler

Taking snakeskin tunic in for bronzed leather as usual. Start at Garrison.

Reiko wrote:

Hand: Wayfinder, Stormrune Knife, Bo Kofusachi, Embalming Fluid, Daggermark Poisoner, Bo Urgathoa,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 6
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.)


Start at Fort Rannick. Swap Cat o Nine Tails for Impaler of Thorns.

Seelah wrote:

Hand: Tripartite Spear +2, Scribe, Riding Horse, Grappler's Mask, Cure, Blessing of Tsukiyo

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] 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)"


Start at Fort Rannick.

Harsk wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Surgeon, Flight Arrows, Humanbane Crossbow +2, Deathbane Light Crossbow +1, Returning Throwing Axe +1 (1)

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: 2 Card(s)s are available 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, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 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.

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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

The Exchange

Finally. Hopefully I didn't make too many mistakes here.

The spoiler contains the proxy map, and the Sick Bays contain your deck contents.

During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any
character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each
location’s deck list into location decks, deal them into pile by card
type (so all of the weapons that would have been dealt into location
decks are instead dealt into a single weapon pile, and so on). Then
each character deals the cards from his character deck into those
same piles, again by card type (so everyone’s weapons that aren’t in
starting hands are now in the weapon pile, and so on). Shuffle each
pile and build the locations using cards from these piles, then add
henchmen to the location decks as usual. Finally, deal each character
the same number of cards from each pile that he dealt into it (so
these cards, if combined with his starting hand, would again meet
the Cards List requirement on his character card); shuffle these cards
to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first
make it match the list you recorded before setting up: put any cards
you have that are not on the list into a reward pile, then add back any
cards that you no longer have regardless of where they ended up, but
do not add back cards that were removed from the game.
Additional Rules:

Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Proxy cheat sheet:

Harsk/TheGreatNateO Venomous Hand Crossbow +1 Weapon Proxy 1
Harsk/TheGreatNateO Returning Throwing Axe +1 (2) Weapon Proxy 2
Harsk/TheGreatNateO Arquebus Weapon Proxy 3
Harsk/TheGreatNateO Cure Spell Proxy 1
Harsk/TheGreatNateO Gem of Physical Prowess Item Proxy 1
Harsk/TheGreatNateO Archer's Bracers Item Proxy 2
Harsk/TheGreatNateO Retriever Ally Proxy 1
Harsk/TheGreatNateO Hatchetbird Ally Proxy 2
Harsk/TheGreatNateO Blessing of Tsukiyo Blessing Proxy 1
Harsk/TheGreatNateO Blessing of Milani (1) Blessing Proxy 2
Harsk/TheGreatNateO Blessing of Angradd Blessing Proxy 3
Harsk/TheGreatNateO Blessing of Milani (2) Blessing Proxy 4
Harsk/TheGreatNateO Blessing of Cayden Cailean Blessing Proxy 5
Seelah/notshown Katana +1 Weapon Proxy 4
Seelah/notshown Cold Iron Mace +1 Weapon Proxy 5
Seelah/notshown Impaler of Thorns(Cat-O'-Nine-Tails) Weapon Proxy 6
Seelah/notshown Dwarven Earthbreaker +1 Weapon Proxy 7
Seelah/notshown Shock Glaive +1 Weapon Proxy 8
Seelah/notshown Dwarven Plate Armor Proxy 1
Seelah/notshown Four-Mirror Armor Armor Proxy 2
Seelah/notshown Kabuto Helmet Armor Proxy 3
Seelah/notshown Helm of the Valkyrie Armor Proxy 4
Seelah/notshown Knight's Pennon Item Proxy 3
Seelah/notshown Surgeon Ally Proxy 3
Seelah/notshown Blessing of the Samurai Blessing Proxy 6
Seelah/notshown Blessing of Iomedae Blessing Proxy 7
Seelah/notshown Blessing of Angradd Blessing Proxy 8
Meliski/Zalarian s1Cure Spell Proxy 2
Meliski/Zalarian s2Ice and Fire Spell Proxy 3
Meliski/Zalarian s4Fire Snake Spell Proxy 4
Meliski/Zalarian s5Fly Spell Proxy 5
Meliski/Zalarian s6Marionette Spell Proxy 6
Meliski/Zalarian ar1Helm of Telepathy Armor Proxy 5
Meliski/Zalarian i1Ivory Dice Item Proxy 4
Meliski/Zalarian Byzantine Lexicon Item Proxy 5
Meliski/Zalarian al1Bound Lantern Archon Ally Proxy 4
Meliski/Zalarian al2Cleric of Nethys Ally Proxy 5
Meliski/Zalarian Old Salt Ally Proxy 6
Meliski/Zalarian b1Blessing of Nethys Blessing Proxy 9
Meliski/Zalarian 2 BoAbadar Blessing Proxy 10
Meliski/Zalarian BoThoth Blessing Proxy 11
Reiko/eddiephlash Galvanic Chakram + 1 Weapon Proxy 9
Reiko/eddiephlash Venomous Fighting Fan +1 Weapon Proxy 10
Reiko/eddiephlash Double Chicken Saber + 1 Weapon Proxy 11
Reiko/eddiephlash Materialize Spell Proxy 7
Reiko/eddiephlash Chain Vortex Spell Proxy 8
Reiko/eddiephlash snakeskin tunic (Bronzed leather) Armor Proxy 6
Reiko/eddiephlash Sacred Candle Item Proxy 6
Reiko/eddiephlash Staff of Minor Healing Item Proxy 7
Reiko/eddiephlash Master Cartman Ally Proxy 7
Reiko/eddiephlash Bo Abadar Blessing Proxy 12
Reiko/eddiephlash Bo Horus Blessing Proxy 13

Turn: 1, Seelah/notshown

Random Cards:

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

Spoiler:
Ogre
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.

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

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

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

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

Spoiler:
Locked Stone Door
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.

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

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

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

Weapons
Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Frost Longbow +1
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.

Spoiler:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Spoiler:
Vicious Trident +1
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.

Spoiler:
Vicious Trident +1
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.

Spells
Spoiler:
Proxy Spell 13
Spell B
Traits: To Acquire:
Proxy 13 This is a proxy for a spell.

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

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spoiler:
Proxy Spell 12
Spell B
Traits: To Acquire:
Proxy 12 This is a proxy for a spell.

Spoiler:
Holy Light
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.

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

Spoiler:
Elven Chain Shirt
Armor B
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.

Spoiler:
Proxy Armor 7
Armor B
Traits: To Acquire:
Proxy 7 This is a proxy for an armor

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

Spoiler:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Wand of Scorching Ray
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.

Spoiler:
Belt of Incredible Dexterity
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.

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

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

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

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


Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

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

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

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

Spoiler:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Top of Blessing Discard Pile:

Blessing of Abadar:
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.

Blessings Remaining: 29

Blessings Deck

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

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

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

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

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

Fort Rannick Card 4:
Proxy Ally 6
Ally B
Traits: To Acquire:
Proxy 6 This is a proxy for an ally.

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

Fort Rannick Card 6:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Fort Rannick Card 7:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Fort Rannick Card 8:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Fort Rannick Card 9:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Fort Rannick Card 10:
Cat
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.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Cape of Escape
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Thassilonian Dungeon Card 2:
Speed
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.

Thassilonian Dungeon Card 3:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 4:
Proxy Armor 6
Armor B
Traits: To Acquire:
Proxy 6 This is a proxy for an armor

Thassilonian Dungeon Card 5:
Proxy Spell 8
Spell B
Traits: To Acquire:
Proxy 8 This is a proxy for a spell.

Thassilonian Dungeon Card 6:
Proxy Spell 1
Spell B
Traits: To Acquire:
Proxy 1 This is a proxy for a spell.

Thassilonian Dungeon Card 7:
Muck Graul
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.

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

Thassilonian Dungeon Card 9:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Thassilonian Dungeon Card 10:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Location #3: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 2:
Proxy Weapon 6
Weapon B
Traits: To Acquire:
Proxy 6 This is a proxy for a weapon.

Treacherous Cave Card 3:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Treacherous Cave Card 4:
Wand of Scorching Ray
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.

Treacherous Cave Card 5:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Treacherous Cave Card 6:
Proxy Weapon 7
Weapon B
Traits: To Acquire:
Proxy 7 This is a proxy for a weapon.

Treacherous Cave Card 7:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Treacherous Cave Card 9:
Carrionstorm
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.

Treacherous Cave Card 10:
Proxy Item 5
Item B
Traits: To Acquire:
Proxy 5 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Shimmerglens Card 1:
Proxy Ally 2
Ally B
Traits: To Acquire:
Proxy 2 This is a proxy for an ally.

Shimmerglens Card 2:
Ogrekin
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.

Shimmerglens Card 3:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Shimmerglens Card 4:
Frost Ray
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shimmerglens Card 5:
Ven Vinder
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.

Shimmerglens Card 6:
Proxy Blessing 12
Blessing B
Traits: To Acquire:
Proxy 12 This is a proxy for a blessing.

Shimmerglens Card 7:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Shimmerglens Card 8:
Proxy Spell 6
Spell B
Traits: To Acquire:
Proxy 6 This is a proxy for a spell.

Shimmerglens Card 9:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 10:
Proxy Blessing 1
Blessing B
Traits: To Acquire:
Proxy 1 This is a proxy for a blessing.

Location #5: 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

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

Garrison Card 2:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

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

Garrison Card 4:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

Garrison Card 5:
Proxy Weapon 3
Weapon B
Traits: To Acquire:
Proxy 3 This is a proxy for a weapon.

Garrison Card 6:
Proxy Ally 1
Ally B
Traits: To Acquire:
Proxy 1 This is a proxy for an ally.

Garrison Card 7:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison Card 8:
Proxy Weapon 9
Weapon B
Traits: To Acquire:
Proxy 9 This is a proxy for a weapon.

Garrison Card 9:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Garrison Card 10:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Location #6: 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: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

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

Catacombs of Wrath Card 2:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs of Wrath Card 3:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Catacombs of Wrath Card 5:
Donkey Rats
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.

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

Catacombs of Wrath Card 7:
Scout
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Catacombs of Wrath Card 8:
Door Spike
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.

Catacombs of Wrath Card 9:
Proxy Item 2
Item B
Traits: To Acquire:
Proxy 2 This is a proxy for an item.

Catacombs of Wrath Card 10:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Location #7: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: Harsk's deck

Sick Bay Card 1:
Proxy Weapon 10
Weapon B
Traits: To Acquire:
Proxy 10 This is a proxy for a weapon.

Sick Bay Card 2:
Proxy Item 3
Item B
Traits: To Acquire:
Proxy 3 This is a proxy for an item.

Sick Bay Card 3:
Proxy Blessing 10
Blessing B
Traits: To Acquire:
Proxy 10 This is a proxy for a blessing.

Sick Bay Card 4:
Proxy Weapon 2
Weapon B
Traits: To Acquire:
Proxy 2 This is a proxy for a weapon.

Sick Bay Card 5:
Proxy Blessing 11
Blessing B
Traits: To Acquire:
Proxy 11 This is a proxy for a blessing.

Sick Bay Card 6:
Proxy Spell 7
Spell B
Traits: To Acquire:
Proxy 7 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Blessing 3
Blessing B
Traits: To Acquire:
Proxy 3 This is a proxy for a blessing.

Sick Bay Card 8:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Sick Bay Card 9:
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.

Sick Bay Card 10:
Proxy Ally 5
Ally B
Traits: To Acquire:
Proxy 5 This is a proxy for an ally.

Sick Bay Card 11:
Proxy Blessing 4
Blessing B
Traits: To Acquire:
Proxy 4 This is a proxy for a blessing.

Sick Bay Card 12:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Sick Bay Card 13:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Location #8: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 4 I: 1 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: Seelah's deck

Sick Bay Card 1:
Proxy Blessing 8
Blessing B
Traits: To Acquire:
Proxy 8 This is a proxy for a blessing.

Sick Bay Card 2:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Sick Bay Card 3:
Proxy Weapon 8
Weapon B
Traits: To Acquire:
Proxy 8 This is a proxy for a weapon.

Sick Bay Card 4:
Proxy Armor 1
Armor B
Traits: To Acquire:
Proxy 1 This is a proxy for an armor

Sick Bay Card 5:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Sick Bay Card 6:
Proxy Armor 2
Armor B
Traits: To Acquire:
Proxy 2 This is a proxy for an armor

Sick Bay Card 7:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Sick Bay Card 8:
Proxy Weapon 11
Weapon B
Traits: To Acquire:
Proxy 11 This is a proxy for a weapon.

Sick Bay Card 9:
Battleaxe
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Sick Bay Card 10:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Sick Bay Card 11:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay Card 12:
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.

Sick Bay Card 13:
Belt of Giant Strength
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.

Sick Bay Card 14:
Proxy Blessing 6
Blessing B
Traits: To Acquire:
Proxy 6 This is a proxy for a blessing.
Location #9: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 0 Sp: 5 Ar: 1 I: 2 Al: 3 Bl: 3 ?: 0
Located/Displayed Here: Meliski's deck

Sick Bay Card 1:
Proxy Spell 3
Spell B
Traits: To Acquire:
Proxy 3 This is a proxy for a spell.

Sick Bay Card 2:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sick Bay Card 3:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Sick Bay Card 4:
Proxy Blessing 9
Blessing B
Traits: To Acquire:
Proxy 9 This is a proxy for a blessing.

Sick Bay Card 5:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 6:
Proxy Spell 4
Spell B
Traits: To Acquire:
Proxy 4 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Ally 3
Ally B
Traits: To Acquire:
Proxy 3 This is a proxy for an ally.

Sick Bay Card 8:
Proxy Blessing 2
Blessing B
Traits: To Acquire:
Proxy 2 This is a proxy for a blessing.

Sick Bay Card 9:
Proxy Spell 5
Spell B
Traits: To Acquire:
Proxy 5 This is a proxy for a spell.

Sick Bay Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Sick Bay Card 11:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Sick Bay Card 12:
Proxy Item 7
Item B
Traits: To Acquire:
Proxy 7 This is a proxy for an item.

Sick Bay Card 13:
Proxy Ally 7
Ally B
Traits: To Acquire:
Proxy 7 This is a proxy for an ally.

Sick Bay Card 14:
Goblin Plate +1
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.


Location #10: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 2 ?: 0
Located/Displayed Here: Reiko's deck

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

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

Sick Bay Card 3:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Sick Bay Card 4:
Proxy Item 6
Item B
Traits: To Acquire:
Proxy 6 This is a proxy for an item.

Sick Bay Card 5:
Proxy Armor 5
Armor B
Traits: To Acquire:
Proxy 5 This is a proxy for an armor

Sick Bay Card 6:
Proxy Blessing 13
Blessing B
Traits: To Acquire:
Proxy 13 This is a proxy for a blessing.

Sick Bay Card 7:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Sick Bay Card 8:
Proxy Blessing 5
Blessing B
Traits: To Acquire:
Proxy 5 This is a proxy for a blessing.

Sick Bay Card 9:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Sick Bay Card 10:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

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

Liberty's Edge

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

Added Temporary Link to character sheet below being used for this kooky adventure

Meliski wrote:

Hand: i2Wand of Flying, 1 BoAbadar, BoMilani, s3Life Drain, Binder's Tome, Merchant

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Unk Blessing 1 Unk Blessing 2 Unk Blessing 3 Unk Armor Unk Item 1 Unk Item 2 Unk Ally 1 Unk Ally 2 Unk Ally 3 Unk Spell 1 Unk Spell 2 Unk Spell 3 Unk Spell 4 Unk Spell 5
Recharged:
Discard Pile:
Buried Pile:

Temporary Character Sheet
Status Link


Human Saboteur Ninja, Tier 6, Deck Handler

I had swapped out Bo Kofusachi for Norgorber in the last scenario's upgrade, so swapping that and updating hand to start. Like Mel, I've also spliced in Proxies into my handler and will be using them to pick which rando card to draw from my temp deck.

The hour is Abadar, and Reiko finds herself once again scouting the halls of a bandit garrison.

Explore Garrison card 1: Magic Leather Armor
Con 2: 1d6 ⇒ 4 Acquired

Discard wayfinder to examine top card: Shadow. Shuffle location deck, then explore random card: 1d9 + 1 ⇒ (8) + 1 = 9 Mercenary. Reveal Knife. Reveal Fluid for poison power.
Combat 10 + 3 = 13: 1d10 + 4 + 1d4 + 2 + 1d8 + 1 ⇒ (7) + 4 + (4) + 2 + (8) + 1 = 26 Defeated!

Discard Poisoner to explore again random card (reroll on a 9: 1d9 + 1 ⇒ (9) + 1 = 10 Jinkin. Ignore BYA as I have no spells to play. Same attack strategy, plus suppressing fire from Harsk.
Combat 16: 1d10 + 4 + 1d4 + 2 + 1d8 + 1 + 1d4 + 1 ⇒ (9) + 4 + (1) + 2 + (6) + 1 + (3) + 1 = 27 Defeated!

Attempt to close. Summon bandit at +2 difficulty. BYA, recharge Armor. Same reveals for combat.
Combat 8 + 2 = 10: 1d10 + 4 + 1d4 + 2 + 1d8 + 1 ⇒ (6) + 4 + (3) + 2 + (8) + 1 = 24 Defeated!

Garrison is closed. Remaining cards: Warhammer, Proxy Armor 3: Kabuto Helmet, Proxy Weapon 3: Arquebus, Proxy Ally 1: Retriever, Proxy Weapon 9: Galvanic Chakram + 1

End turn. Reset hand drawing 2: Proxies 2 and 4, Frost Ray, and Proxy Item 6: Sacred Candle. Nice, one of mine!

Reiko does what she does best, slipping through, past, and around the various chambers of the garrison, taking out key personnel with her new favorite electro-knife, until finding the watch tower and clearing it out as well. All in a day's work.

Reiko wrote:

Hand: Stormrune Knife, Bo Norgorber, Embalming Fluid, Bo Urgathoa, Sacred Candle, Frost Ray,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Will use Sacred candle at end of blessing 3 turn to acquire it. Feel free to use blessings, norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to a fort or undead trait.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)

The Exchange

Ally also gets banished from the Garrison.

During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any
character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each
location’s deck list into location decks, deal them into pile by card
type (so all of the weapons that would have been dealt into location
decks are instead dealt into a single weapon pile, and so on). Then
each character deals the cards from his character deck into those
same piles, again by card type (so everyone’s weapons that aren’t in
starting hands are now in the weapon pile, and so on). Shuffle each
pile and build the locations using cards from these piles, then add
henchmen to the location decks as usual. Finally, deal each character
the same number of cards from each pile that he dealt into it (so
these cards, if combined with his starting hand, would again meet
the Cards List requirement on his character card); shuffle these cards
to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first
make it match the list you recorded before setting up: put any cards
you have that are not on the list into a reward pile, then add back any
cards that you no longer have regardless of where they ended up, but
do not add back cards that were removed from the game.
Additional Rules:

Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Wrathful Sinspawn:

Henchman 1
Type: Monster
Traits: Aberration
To Defeat: Combat 9
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location.

Proxy cheat sheet:

Harsk/TheGreatNateO Venomous Hand Crossbow +1 Weapon Proxy 1
Harsk/TheGreatNateO Returning Throwing Axe +1 (2) Weapon Proxy 2
Harsk/TheGreatNateO Arquebus Weapon Proxy 3
Harsk/TheGreatNateO Cure Spell Proxy 1
Harsk/TheGreatNateO Gem of Physical Prowess Item Proxy 1
Harsk/TheGreatNateO Archer's Bracers Item Proxy 2
Harsk/TheGreatNateO Retriever Ally Proxy 1
Harsk/TheGreatNateO Hatchetbird Ally Proxy 2
Harsk/TheGreatNateO Blessing of Tsukiyo Blessing Proxy 1
Harsk/TheGreatNateO Blessing of Milani (1) Blessing Proxy 2
Harsk/TheGreatNateO Blessing of Angradd Blessing Proxy 3
Harsk/TheGreatNateO Blessing of Milani (2) Blessing Proxy 4
Harsk/TheGreatNateO Blessing of Cayden Cailean Blessing Proxy 5
Seelah/notshown Katana +1 Weapon Proxy 4
Seelah/notshown Cold Iron Mace +1 Weapon Proxy 5
Seelah/notshown Impaler of Thorns(Cat-O'-Nine-Tails) Weapon Proxy 6
Seelah/notshown Dwarven Earthbreaker +1 Weapon Proxy 7
Seelah/notshown Shock Glaive +1 Weapon Proxy 8
Seelah/notshown Dwarven Plate Armor Proxy 1
Seelah/notshown Four-Mirror Armor Armor Proxy 2
Seelah/notshown Kabuto Helmet Armor Proxy 3
Seelah/notshown Helm of the Valkyrie Armor Proxy 4
Seelah/notshown Knight's Pennon Item Proxy 3
Seelah/notshown Surgeon Ally Proxy 3
Seelah/notshown Blessing of the Samurai Blessing Proxy 6
Seelah/notshown Blessing of Iomedae Blessing Proxy 7
Seelah/notshown Blessing of Angradd Blessing Proxy 8
Meliski/Zalarian s1Cure Spell Proxy 2
Meliski/Zalarian s2Ice and Fire Spell Proxy 3
Meliski/Zalarian s4Fire Snake Spell Proxy 4
Meliski/Zalarian s5Fly Spell Proxy 5
Meliski/Zalarian s6Marionette Spell Proxy 6
Meliski/Zalarian ar1Helm of Telepathy Armor Proxy 5
Meliski/Zalarian i1Ivory Dice Item Proxy 4
Meliski/Zalarian Byzantine Lexicon Item Proxy 5
Meliski/Zalarian al1Bound Lantern Archon Ally Proxy 4
Meliski/Zalarian al2Cleric of Nethys Ally Proxy 5
Meliski/Zalarian Old Salt Ally Proxy 6
Meliski/Zalarian b1Blessing of Nethys Blessing Proxy 9
Meliski/Zalarian 2 BoAbadar Blessing Proxy 10
Meliski/Zalarian BoThoth Blessing Proxy 11
Reiko/eddiephlash Galvanic Chakram + 1 Weapon Proxy 9
Reiko/eddiephlash Venomous Fighting Fan +1 Weapon Proxy 10
Reiko/eddiephlash Double Chicken Saber + 1 Weapon Proxy 11
Reiko/eddiephlash Materialize Spell Proxy 7
Reiko/eddiephlash Chain Vortex Spell Proxy 8
Reiko/eddiephlash snakeskin tunic (Bronzed leather) Armor Proxy 6
Reiko/eddiephlash Sacred Candle Item Proxy 6
Reiko/eddiephlash Staff of Minor Healing Item Proxy 7
Reiko/eddiephlash Master Cartman Ally Proxy 7
Reiko/eddiephlash Bo Abadar Blessing Proxy 12
Reiko/eddiephlash Bo Horus Blessing Proxy 13

Turn: 2, Meliski/Zalarian

Random Cards:

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

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

Spoiler:
Grazuul
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.

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

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

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

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

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

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

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

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

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spoiler:
Longsword +2
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

Spells
Spoiler:
Incendiary Cloud
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.

Spoiler:
Major Cure
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.

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

Spoiler:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Proxy Armor 10
Armor B
Traits: To Acquire:
Proxy 10 This is a proxy for an armor

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

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

Items
Spoiler:
Proxy Item 14
Item B
Traits: To Acquire:
Proxy 14 This is a proxy for an item.

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

Spoiler:
Headband of Alluring Charisma
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.

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

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

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

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

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

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

Spoiler:
Monkey
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.

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

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

Spoiler:
Proxy Blessing 14
Blessing B
Traits: To Acquire:
Proxy 14 This is a proxy for a blessing.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 28

Blessings Deck

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

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

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

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

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

Fort Rannick Card 4:
Proxy Ally 6
Ally B
Traits: To Acquire:
Proxy 6 This is a proxy for an ally.

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

Fort Rannick Card 6:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Fort Rannick Card 7:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Fort Rannick Card 8:
Hide Armor of Fire Resistance
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Fort Rannick Card 9:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Fort Rannick Card 10:
Cat
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.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Cape of Escape
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Thassilonian Dungeon Card 2:
Speed
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.

Thassilonian Dungeon Card 3:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 4:
Proxy Armor 6
Armor B
Traits: To Acquire:
Proxy 6 This is a proxy for an armor

Thassilonian Dungeon Card 5:
Proxy Spell 8
Spell B
Traits: To Acquire:
Proxy 8 This is a proxy for a spell.

Thassilonian Dungeon Card 6:
Proxy Spell 1
Spell B
Traits: To Acquire:
Proxy 1 This is a proxy for a spell.

Thassilonian Dungeon Card 7:
Muck Graul
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.

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

Thassilonian Dungeon Card 9:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Thassilonian Dungeon Card 10:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Location #3: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 2:
Proxy Weapon 6
Weapon B
Traits: To Acquire:
Proxy 6 This is a proxy for a weapon.

Treacherous Cave Card 3:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Treacherous Cave Card 4:
Wand of Scorching Ray
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.

Treacherous Cave Card 5:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Treacherous Cave Card 6:
Proxy Weapon 7
Weapon B
Traits: To Acquire:
Proxy 7 This is a proxy for a weapon.

Treacherous Cave Card 7:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Treacherous Cave Card 9:
Carrionstorm
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.

Treacherous Cave Card 10:
Proxy Item 5
Item B
Traits: To Acquire:
Proxy 5 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Shimmerglens Card 1:
Proxy Ally 2
Ally B
Traits: To Acquire:
Proxy 2 This is a proxy for an ally.

Shimmerglens Card 2:
Ogrekin
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.

Shimmerglens Card 3:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Shimmerglens Card 4:
Frost Ray
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shimmerglens Card 5:
Ven Vinder
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.

Shimmerglens Card 6:
Proxy Blessing 12
Blessing B
Traits: To Acquire:
Proxy 12 This is a proxy for a blessing.

Shimmerglens Card 7:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Shimmerglens Card 8:
Proxy Spell 6
Spell B
Traits: To Acquire:
Proxy 6 This is a proxy for a spell.

Shimmerglens Card 9:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 10:
Proxy Blessing 1
Blessing B
Traits: To Acquire:
Proxy 1 This is a proxy for a blessing.

Location #5: Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Garrison Card 1:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

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

Garrison Card 3:
Proxy Weapon 9
Weapon B
Traits: To Acquire:
Proxy 9 This is a proxy for a weapon.

Garrison Card 4:
Proxy Weapon 3
Weapon B
Traits: To Acquire:
Proxy 3 This is a proxy for a weapon.

Location #6: 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: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

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

Catacombs of Wrath Card 2:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs of Wrath Card 3:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Catacombs of Wrath Card 5:
Donkey Rats
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.

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

Catacombs of Wrath Card 7:
Scout
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Catacombs of Wrath Card 8:
Door Spike
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.

Catacombs of Wrath Card 9:
Proxy Item 2
Item B
Traits: To Acquire:
Proxy 2 This is a proxy for an item.

Catacombs of Wrath Card 10:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Location #7: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: Harsk's deck

Sick Bay Card 1:
Proxy Weapon 10
Weapon B
Traits: To Acquire:
Proxy 10 This is a proxy for a weapon.

Sick Bay Card 2:
Proxy Item 3
Item B
Traits: To Acquire:
Proxy 3 This is a proxy for an item.

Sick Bay Card 3:
Proxy Blessing 10
Blessing B
Traits: To Acquire:
Proxy 10 This is a proxy for a blessing.

Sick Bay Card 4:
Proxy Weapon 2
Weapon B
Traits: To Acquire:
Proxy 2 This is a proxy for a weapon.

Sick Bay Card 5:
Proxy Blessing 11
Blessing B
Traits: To Acquire:
Proxy 11 This is a proxy for a blessing.

Sick Bay Card 6:
Proxy Spell 7
Spell B
Traits: To Acquire:
Proxy 7 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Blessing 3
Blessing B
Traits: To Acquire:
Proxy 3 This is a proxy for a blessing.

Sick Bay Card 8:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Sick Bay Card 9:
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.

Sick Bay Card 10:
Proxy Ally 5
Ally B
Traits: To Acquire:
Proxy 5 This is a proxy for an ally.

Sick Bay Card 11:
Proxy Blessing 4
Blessing B
Traits: To Acquire:
Proxy 4 This is a proxy for a blessing.

Sick Bay Card 12:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Sick Bay Card 13:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Location #8: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 4 I: 1 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: Seelah's deck

Sick Bay Card 1:
Proxy Blessing 8
Blessing B
Traits: To Acquire:
Proxy 8 This is a proxy for a blessing.

Sick Bay Card 2:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Sick Bay Card 3:
Proxy Weapon 8
Weapon B
Traits: To Acquire:
Proxy 8 This is a proxy for a weapon.

Sick Bay Card 4:
Proxy Armor 1
Armor B
Traits: To Acquire:
Proxy 1 This is a proxy for an armor

Sick Bay Card 5:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Sick Bay Card 6:
Proxy Armor 2
Armor B
Traits: To Acquire:
Proxy 2 This is a proxy for an armor

Sick Bay Card 7:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Sick Bay Card 8:
Proxy Weapon 11
Weapon B
Traits: To Acquire:
Proxy 11 This is a proxy for a weapon.

Sick Bay Card 9:
Battleaxe
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Sick Bay Card 10:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Sick Bay Card 11:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay Card 12:
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.

Sick Bay Card 13:
Belt of Giant Strength
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.

Sick Bay Card 14:
Proxy Blessing 6
Blessing B
Traits: To Acquire:
Proxy 6 This is a proxy for a blessing.

Location #9: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 0 Sp: 5 Ar: 1 I: 2 Al: 3 Bl: 3 ?: 0
Located/Displayed Here: Meliski's deck

Sick Bay Card 1:
Proxy Spell 3
Spell B
Traits: To Acquire:
Proxy 3 This is a proxy for a spell.

Sick Bay Card 2:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sick Bay Card 3:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Sick Bay Card 4:
Proxy Blessing 9
Blessing B
Traits: To Acquire:
Proxy 9 This is a proxy for a blessing.

Sick Bay Card 5:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 6:
Proxy Spell 4
Spell B
Traits: To Acquire:
Proxy 4 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Ally 3
Ally B
Traits: To Acquire:
Proxy 3 This is a proxy for an ally.

Sick Bay Card 8:
Proxy Blessing 2
Blessing B
Traits: To Acquire:
Proxy 2 This is a proxy for a blessing.

Sick Bay Card 9:
Proxy Spell 5
Spell B
Traits: To Acquire:
Proxy 5 This is a proxy for a spell.

Sick Bay Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Sick Bay Card 11:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Sick Bay Card 12:
Proxy Item 7
Item B
Traits: To Acquire:
Proxy 7 This is a proxy for an item.

Sick Bay Card 13:
Proxy Ally 7
Ally B
Traits: To Acquire:
Proxy 7 This is a proxy for an ally.

Sick Bay Card 14:
Goblin Plate +1
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.

Location #10: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 2 ?: 0
Located/Displayed Here: Reiko's deck

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

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

Sick Bay Card 3:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Sick Bay Card 4 (Proxy Item 6):
Proxy Item 6
Item B
Traits: To Acquire:
Proxy 6 This is a proxy for an item.

Sick Bay Card 5:
Proxy Armor 5
Armor B
Traits: To Acquire:
Proxy 5 This is a proxy for an armor

Sick Bay Card 6:
Proxy Blessing 13
Blessing B
Traits: To Acquire:
Proxy 13 This is a proxy for a blessing.

Sick Bay Card 7:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

Sick Bay Card 8:
Proxy Blessing 5
Blessing B
Traits: To Acquire:
Proxy 5 This is a proxy for a blessing.

Sick Bay Card 9:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Sick Bay Card 10:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

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

Grand Lodge

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

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 2 - Top of Blessings Discards Deck: Blessing of Gorum

I will Display: Flight Arrows

Give Card: None
Move: Stay at Fort Rannick
Explore: Fort Rannick Card 1 - Magic Leather Armor (Armor B)

Magic Leather Armor:

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

I will auto Acquire Magic Leather Armor

I will end my turn and use my Power to Examine: Fort Rannick Card 2 - Greataxe (Weapon B)

I will Recharge - zMagic Leather Armor reset my hand to 7

Reiko/eddiephlash Venomous Fighting Fan +1 is now in my hand

Harsk wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Surgeon, Reiko - Venomous Fighting Fan +1, Humanbane Crossbow +2, Deathbane Light Crossbow +1, Returning Throwing Axe +1 (1)

Displayed: Flight Arrows
Deck: 1 Discard: 0 Buried: 0
Notes: 2 Card(s)s are available 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, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: zMagic Leather Armor
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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

The Exchange

During This Adventure:

During This Scenario: Before setting up, record the contents of each character’s deck.
Draw starting hands before building the location decks; if any
character has a cohort, add it to her hand.
When building location decks, instead of dealing the cards on each
location’s deck list into location decks, deal them into pile by card
type (so all of the weapons that would have been dealt into location
decks are instead dealt into a single weapon pile, and so on). Then
each character deals the cards from his character deck into those
same piles, again by card type (so everyone’s weapons that aren’t in
starting hands are now in the weapon pile, and so on). Shuffle each
pile and build the locations using cards from these piles, then add
henchmen to the location decks as usual. Finally, deal each character
the same number of cards from each pile that he dealt into it (so
these cards, if combined with his starting hand, would again meet
the Cards List requirement on his character card); shuffle these cards
to form his character deck.
To win the scenario, close all of the locations.
At the end of the scenario, when you rebuild your character deck, first
make it match the list you recorded before setting up: put any cards
you have that are not on the list into a reward pile, then add back any
cards that you no longer have regardless of where they ended up, but
do not add back cards that were removed from the game.
Additional Rules:

Jinkin:

Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait. When you are dealt damage, first choose items to discard as your damage, if you have any. If defeated, you may immediately attempt to close the location this henchman came from.

Wrathful Sinspawn:

Henchman 1
Type: Monster
Traits: Aberration
To Defeat: Combat 9
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. If defeated, you may immediately attempt to close this location.

Proxy cheat sheet:

Harsk/TheGreatNateO Venomous Hand Crossbow +1 Weapon Proxy 1
Harsk/TheGreatNateO Returning Throwing Axe +1 (2) Weapon Proxy 2
Harsk/TheGreatNateO Arquebus Weapon Proxy 3
Harsk/TheGreatNateO Cure Spell Proxy 1
Harsk/TheGreatNateO Gem of Physical Prowess Item Proxy 1
Harsk/TheGreatNateO Archer's Bracers Item Proxy 2
Harsk/TheGreatNateO Retriever Ally Proxy 1
Harsk/TheGreatNateO Hatchetbird Ally Proxy 2
Harsk/TheGreatNateO Blessing of Tsukiyo Blessing Proxy 1
Harsk/TheGreatNateO Blessing of Milani (1) Blessing Proxy 2
Harsk/TheGreatNateO Blessing of Angradd Blessing Proxy 3
Harsk/TheGreatNateO Blessing of Milani (2) Blessing Proxy 4
Harsk/TheGreatNateO Blessing of Cayden Cailean Blessing Proxy 5
Seelah/notshown Katana +1 Weapon Proxy 4
Seelah/notshown Cold Iron Mace +1 Weapon Proxy 5
Seelah/notshown Impaler of Thorns(Cat-O'-Nine-Tails) Weapon Proxy 6
Seelah/notshown Dwarven Earthbreaker +1 Weapon Proxy 7
Seelah/notshown Shock Glaive +1 Weapon Proxy 8
Seelah/notshown Dwarven Plate Armor Proxy 1
Seelah/notshown Four-Mirror Armor Armor Proxy 2
Seelah/notshown Kabuto Helmet Armor Proxy 3
Seelah/notshown Helm of the Valkyrie Armor Proxy 4
Seelah/notshown Knight's Pennon Item Proxy 3
Seelah/notshown Surgeon Ally Proxy 3
Seelah/notshown Blessing of the Samurai Blessing Proxy 6
Seelah/notshown Blessing of Iomedae Blessing Proxy 7
Seelah/notshown Blessing of Angradd Blessing Proxy 8
Meliski/Zalarian s1Cure Spell Proxy 2
Meliski/Zalarian s2Ice and Fire Spell Proxy 3
Meliski/Zalarian s4Fire Snake Spell Proxy 4
Meliski/Zalarian s5Fly Spell Proxy 5
Meliski/Zalarian s6Marionette Spell Proxy 6
Meliski/Zalarian ar1Helm of Telepathy Armor Proxy 5
Meliski/Zalarian i1Ivory Dice Item Proxy 4
Meliski/Zalarian Byzantine Lexicon Item Proxy 5
Meliski/Zalarian al1Bound Lantern Archon Ally Proxy 4
Meliski/Zalarian al2Cleric of Nethys Ally Proxy 5
Meliski/Zalarian Old Salt Ally Proxy 6
Meliski/Zalarian b1Blessing of Nethys Blessing Proxy 9
Meliski/Zalarian 2 BoAbadar Blessing Proxy 10
Meliski/Zalarian BoThoth Blessing Proxy 11
Reiko/eddiephlash Galvanic Chakram + 1 Weapon Proxy 9
Reiko/eddiephlash Venomous Fighting Fan +1 Weapon Proxy 10
Reiko/eddiephlash Double Chicken Saber + 1 Weapon Proxy 11
Reiko/eddiephlash Materialize Spell Proxy 7
Reiko/eddiephlash Chain Vortex Spell Proxy 8
Reiko/eddiephlash snakeskin tunic (Bronzed leather) Armor Proxy 6
Reiko/eddiephlash Sacred Candle Item Proxy 6
Reiko/eddiephlash Staff of Minor Healing Item Proxy 7
Reiko/eddiephlash Master Cartman Ally Proxy 7
Reiko/eddiephlash Bo Abadar Blessing Proxy 12
Reiko/eddiephlash Bo Horus Blessing Proxy 13

Turn: 3, Reiko/eddiephlash

Random Cards:

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

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

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

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

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

Barriers
Spoiler:
Locked Stone Door
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.

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

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

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

Spoiler:
Door Spike
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.

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

Spoiler:
Spiked Chain
Weapon B
Traits:
Chain
Finesse
Melee
Piercing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

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

Spoiler:
Frost Longbow +1
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.

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

Spells
Spoiler:
Major Cure
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.

Spoiler:
Proxy Spell 12
Spell B
Traits: To Acquire:
Proxy 12 This is a proxy for a spell.

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

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

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

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

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

Spoiler:
Magic Full Plate
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.

Spoiler:
Proxy Armor 8
Armor B
Traits: To Acquire:
Proxy 8 This is a proxy for an armor

Spoiler:
Magic Studded Leather Armor
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.

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

Spoiler:
Belt of Giant Strength
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.

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

Spoiler:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

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

Allies
Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Spoiler:
Proxy Ally 12
Ally B
Traits: To Acquire:
Proxy 12 This is a proxy for an ally.

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

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

Spoiler:
Proxy Ally 14
Ally B
Traits: To Acquire:
Proxy 14 This is a proxy for an ally.

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

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

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

Spoiler:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 27

Blessings Deck

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

Location #1: Fort Rannick
At This Location: When you attempt a combat check, you may discard an ally to add 1d4 to that check.
When Closing: Succeed at a Strength 8 check.
When Permanently Closed: On closing, you may shuffle any allies in your discard pile into your character deck.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

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

Fort Rannick Card 2:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Fort Rannick Card 3:
Proxy Ally 6
Ally B
Traits: To Acquire:
Proxy 6 This is a proxy for an ally.

Fort Rannick Card 4:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8 The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Fort Rannick Card 5:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Fort Rannick Card 6:
Shock Longbow +1
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

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

Fort Rannick Card 8:
Skinsaw Ritual
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.

Fort Rannick Card 9:
Cat
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.

Location #2: Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Thassilonian Dungeon Card 1:
Cape of Escape
Item B
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 8 Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.

Thassilonian Dungeon Card 2:
Speed
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.

Thassilonian Dungeon Card 3:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Thassilonian Dungeon Card 4:
Proxy Armor 6
Armor B
Traits: To Acquire:
Proxy 6 This is a proxy for an armor

Thassilonian Dungeon Card 5:
Proxy Spell 8
Spell B
Traits: To Acquire:
Proxy 8 This is a proxy for a spell.

Thassilonian Dungeon Card 6:
Proxy Spell 1
Spell B
Traits: To Acquire:
Proxy 1 This is a proxy for a spell.

Thassilonian Dungeon Card 7:
Muck Graul
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.

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

Thassilonian Dungeon Card 9:
Scythe +1
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Thassilonian Dungeon Card 10:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Location #3: Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Treacherous Cave Card 1:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Treacherous Cave Card 2:
Proxy Weapon 6
Weapon B
Traits: To Acquire:
Proxy 6 This is a proxy for a weapon.

Treacherous Cave Card 3:
Pit Trap
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Treacherous Cave Card 4:
Wand of Scorching Ray
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.

Treacherous Cave Card 5:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.

Treacherous Cave Card 6:
Proxy Weapon 7
Weapon B
Traits: To Acquire:
Proxy 7 This is a proxy for a weapon.

Treacherous Cave Card 7:
Magic Shield
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Treacherous Cave Card 9:
Carrionstorm
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.

Treacherous Cave Card 10:
Proxy Item 5
Item B
Traits: To Acquire:
Proxy 5 This is a proxy for an item.

Location #4: Shimmerglens
At This Location: You must succeed at a Wisdom or Divine 7 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Divine 8 check.
When Permanently Closed: For the rest of the scenario, characters at this location may choose not to reset their hands.
M: 2 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 0 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Shimmerglens Card 1:
Proxy Ally 2
Ally B
Traits: To Acquire:
Proxy 2 This is a proxy for an ally.

Shimmerglens Card 2:
Ogrekin
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.

Shimmerglens Card 3:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Shimmerglens Card 4:
Frost Ray
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Shimmerglens Card 5:
Ven Vinder
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.

Shimmerglens Card 6:
Proxy Blessing 12
Blessing B
Traits: To Acquire:
Proxy 12 This is a proxy for a blessing.

Shimmerglens Card 7:
Diseased Rats
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Shimmerglens Card 8:
Proxy Spell 6
Spell B
Traits: To Acquire:
Proxy 6 This is a proxy for a spell.

Shimmerglens Card 9:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Shimmerglens Card 10:
Proxy Blessing 1
Blessing B
Traits: To Acquire:
Proxy 1 This is a proxy for a blessing.

Location #5: Garrison
Closed
At This Location:
M: 0 Ba: 0 W: 3 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Garrison Card 1:
Proxy Armor 3
Armor B
Traits: To Acquire:
Proxy 3 This is a proxy for an armor

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

Garrison Card 3:
Proxy Weapon 9
Weapon B
Traits: To Acquire:
Proxy 9 This is a proxy for a weapon.

Garrison Card 4:
Proxy Weapon 3
Weapon B
Traits: To Acquire:
Proxy 3 This is a proxy for a weapon.

Location #6: 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: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: None

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

Catacombs of Wrath Card 2:
Jinkin
Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Catacombs of Wrath Card 3:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

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

Catacombs of Wrath Card 5:
Donkey Rats
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.

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

Catacombs of Wrath Card 7:
Scout
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Catacombs of Wrath Card 8:
Door Spike
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.

Catacombs of Wrath Card 9:
Proxy Item 2
Item B
Traits: To Acquire:
Proxy 2 This is a proxy for an item.

Catacombs of Wrath Card 10:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Location #7: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 5 ?: 0
Located/Displayed Here: Harsk's deck

Sick Bay Card 1 (Proxy Weapon 10):
Proxy Weapon 10
Weapon B
Traits: To Acquire:
Proxy 10 This is a proxy for a weapon.

Sick Bay Card 2:
Proxy Item 3
Item B
Traits: To Acquire:
Proxy 3 This is a proxy for an item.

Sick Bay Card 3:
Proxy Blessing 10
Blessing B
Traits: To Acquire:
Proxy 10 This is a proxy for a blessing.

Sick Bay Card 4:
Proxy Weapon 2
Weapon B
Traits: To Acquire:
Proxy 2 This is a proxy for a weapon.

Sick Bay Card 5:
Proxy Blessing 11
Blessing B
Traits: To Acquire:
Proxy 11 This is a proxy for a blessing.

Sick Bay Card 6:
Proxy Spell 7
Spell B
Traits: To Acquire:
Proxy 7 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Blessing 3
Blessing B
Traits: To Acquire:
Proxy 3 This is a proxy for a blessing.

Sick Bay Card 8:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Sick Bay Card 9:
Proxy Blessing 7
Blessing B
Traits: To Acquire:
Proxy 7 This is a proxy for a blessing.

Sick Bay Card 10:
Proxy Ally 5
Ally B
Traits: To Acquire:
Proxy 5 This is a proxy for an ally.

Sick Bay Card 11:
Proxy Blessing 4
Blessing B
Traits: To Acquire:
Proxy 4 This is a proxy for a blessing.

Sick Bay Card 12:
Proxy Weapon 1
Weapon B
Traits: To Acquire:
Proxy 1 This is a proxy for a weapon.

Sick Bay Card 13:
Proxy Item 4
Item B
Traits: To Acquire:
Proxy 4 This is a proxy for an item.

Location #8: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 5 Sp: 0 Ar: 4 I: 1 Al: 1 Bl: 3 ?: 0
Located/Displayed Here: Seelah's deck

Sick Bay Card 1:
Proxy Blessing 8
Blessing B
Traits: To Acquire:
Proxy 8 This is a proxy for a blessing.

Sick Bay Card 2:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Sick Bay Card 3:
Proxy Weapon 8
Weapon B
Traits: To Acquire:
Proxy 8 This is a proxy for a weapon.

Sick Bay Card 4:
Proxy Armor 1
Armor B
Traits: To Acquire:
Proxy 1 This is a proxy for an armor

Sick Bay Card 5:
Proxy Weapon 5
Weapon B
Traits: To Acquire:
Proxy 5 This is a proxy for a weapon.

Sick Bay Card 6:
Proxy Armor 2
Armor B
Traits: To Acquire:
Proxy 2 This is a proxy for an armor

Sick Bay Card 7:
Proxy Armor 4
Armor B
Traits: To Acquire:
Proxy 4 This is a proxy for an armor

Sick Bay Card 8:
Proxy Weapon 11
Weapon B
Traits: To Acquire:
Proxy 11 This is a proxy for a weapon.

Sick Bay Card 9:
Battleaxe
Weapon B
Traits:
Axe
Elite
Melee
Slashing To Acquire:
Strength
Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Sick Bay Card 10:
Proxy Weapon 4
Weapon B
Traits: To Acquire:
Proxy 4 This is a proxy for a weapon.

Sick Bay Card 11:
Half-Plate
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay Card 12:
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.

Sick Bay Card 13:
Belt of Giant Strength
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.

Sick Bay Card 14:
Proxy Blessing 6
Blessing B
Traits: To Acquire:
Proxy 6 This is a proxy for a blessing.
Location #9: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 0 Sp: 5 Ar: 1 I: 2 Al: 3 Bl: 3 ?: 0
Located/Displayed Here: Meliski's deck

Sick Bay Card 1:
Proxy Spell 3
Spell B
Traits: To Acquire:
Proxy 3 This is a proxy for a spell.

Sick Bay Card 2:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Sick Bay Card 3:
Proxy Ally 4
Ally B
Traits: To Acquire:
Proxy 4 This is a proxy for an ally.

Sick Bay Card 4:
Proxy Blessing 9
Blessing B
Traits: To Acquire:
Proxy 9 This is a proxy for a blessing.

Sick Bay Card 5:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 6:
Proxy Spell 4
Spell B
Traits: To Acquire:
Proxy 4 This is a proxy for a spell.

Sick Bay Card 7:
Proxy Ally 3
Ally B
Traits: To Acquire:
Proxy 3 This is a proxy for an ally.

Sick Bay Card 8:
Proxy Blessing 2
Blessing B
Traits: To Acquire:
Proxy 2 This is a proxy for a blessing.

Sick Bay Card 9:
Proxy Spell 5
Spell B
Traits: To Acquire:
Proxy 5 This is a proxy for a spell.

Sick Bay Card 10:
Proxy Item 1
Item B
Traits: To Acquire:
Proxy 1 This is a proxy for an item.

Sick Bay Card 11:
Proxy Spell 2
Spell B
Traits: To Acquire:
Proxy 2 This is a proxy for a spell.

Sick Bay Card 12:
Proxy Item 7
Item B
Traits: To Acquire:
Proxy 7 This is a proxy for an item.

Sick Bay Card 13:
Proxy Ally 7
Ally B
Traits: To Acquire:
Proxy 7 This is a proxy for an ally.

Sick Bay Card 14:
Goblin Plate +1
Armor P
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 combat damage.
If you are proficient with heavy armors, bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
"Links of steel and shiny metal,
decorate with pointy nettle,
Not too pretty, might be shaddy,
Helps keep blood in the goblin body!" - goblin smithing song.


Location #10: Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M: 0 Ba: 0 W: 3 Sp: 2 Ar: 1 I: 2 Al: 1 Bl: 2 ?: 0
Located/Displayed Here: Reiko's deck

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

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

Sick Bay Card 3:
Potion of Ghostly Form
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Sick Bay Card 4 (Proxy Item 6):
Proxy Item 6
Item B
Traits: To Acquire:
Proxy 6 This is a proxy for an item.

Sick Bay Card 5:
Proxy Armor 5
Armor B
Traits: To Acquire:
Proxy 5 This is a proxy for an armor

Sick Bay Card 6:
Proxy Blessing 13
Blessing B
Traits: To Acquire:
Proxy 13 This is a proxy for a blessing.

Sick Bay Card 7:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

Sick Bay Card 8:
Proxy Blessing 5
Blessing B
Traits: To Acquire:
Proxy 5 This is a proxy for a blessing.

Sick Bay Card 9:
Haste
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Sick Bay Card 10:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

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


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

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 3 - Card 1: Blessing of Gorum

At the start of my turn, I examine the top card of my location deck.
Fort Rannick Card 2: Greataxe (Weapon B). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None

Move: Stay at Fort Rannick

Explore: Fort Rannick Card 3 - Bugbear (Monster B)

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

Combat Breakdown:

Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2
I Examined a Boon! 1d6

Combat 10: 1d10 + 4 + 1d8 + 2 + 1d6 ⇒ (5) + 4 + (8) + 2 + (3) = 22 Victory!

I discard Scribe to explore Card 4 - Proxy Ally 6 which is Meliski's Old Salt
Meliski reveals Binder's Tome to add 1d4 to the check.
Charisma Diplomacy 7: 1d8 + 3 + 1d4 ⇒ (3) + 3 + (4) = 10 Success!

I discard Old Salt to explore Card 5 - Ghost (Monster B)

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

Combat Breakdown:

Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2

Combat 12: 1d10 + 4 + 1d8 + 2 ⇒ (6) + 4 + (7) + 2 = 19 Victory!

I end my turn and reset my hand, drawing my Sick Bay Card 1, which is Proxy Blessing 8, which happens to be my Blessing of Angradd.

Seelah wrote:

Hand: Tripartite Spear +2, Riding Horse, Grappler's Mask, Cure, Blessing of Tsukiyo, Blessing of Angradd

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Link to Temp Deck Handler

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Sick Bay 2 Sick Bay 3 Sick Bay 4 Sick Bay 5 Sick Bay 6 Sick Bay 7 Sick Bay 8 Sick Bay 9 Sick Bay 10 Sick Bay 11 Sick Bay 11 Sick Bay 13 Sick Bay 14
Recharged:
Discard Pile:Scribe, Old Salt (M)
Buried Pile:

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 1 / Blessing of Irori
SOT: None
Give Card: None

Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Fort Rannick Card 5: Jinkin Henchman 3
Thassilonian Dungeon Card 1: Cape of Escape Item B
Move Seelah to Thassilonian Dungeon
Recharge Wand of Flying DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 Wand is recharged

Move: Move Fort Rannick -> Shimmerglens
Explore: Shimmerglens Card 1: Proxy Ally 2 - Harsk/TheGreatNateO Hatchetbird Will discard Blessing of Milani for check

Wisdom Check DC 9: 1d6 + 2d6 ⇒ (3) + (4, 4) = 11 Success
"Hey little fellow! OW! Dat beak is sharp! Let's see if we can get ya back to my cuz!"

Hatchetbird:
On your first combat check of your turn, recharge this card to add 1d6.

On your turn, discard this card to move, then explore your location. During this exploration, on your first combat check, add 1d6.

Will discard Hatchetbird to try to move and explore my location
Wisdom Check DC 7: 1d6 + 0 ⇒ (1) + 0 = 1 No Success so stay at Shimmerglens

Explore: Shimmerglens Card 2: Ogrekin
Random Ogre Trait: 1d4 ⇒ 3 Cannot be evaded

Life Drain Spell Combat Check DC 13 with Tome: 2d4 + 1d10 + 4 + 1d4 ⇒ (3, 4) + (10) + 4 + (1) = 22 Monster defeated
Random Card (BoMilani) is shuffled into deck
Recharge Life Drain DC 9 with Tome: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (4) = 18 Spell is Recharged

Ogrekin:

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.

EOT: End Turn and Reset hand. Draw wand of Fly and following sick bay cards
Sick Bay Card 7: Proxy Ally 3 - Seelah/notshown Surgeon
Sick Bay Card 8: Proxy Blessing 2 - Harsk/TheGreatNateO Blessing of Milani (1)

Meliski wrote:

Hand: 1 BoAbadar, Binder's Tome, Merchant, i2Wand of Flying, Surgeon (S), Blessing of Milani (1) (H)

Displayed:
Deck: 14 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.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Sickbay Card 1 BoMilani Sickbay Card 2 Sickbay Card 3 Sickbay Card 4 Sickbay Card 5 Sickbay Card 6 Sickbay Card 9 Sickbay Card 10 Sickbay Card 11 Sickbay Card 12 Sickbay Card 13 Sickbay Card 14
Recharged: s3Life Drain
Discard Pile:Hatchetbird (H)
Buried Pile:

Liberty's Edge

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

After blessing is flipped on Harsk' turn(Blessings Deck Card 2 / Blessing of Irori ).

Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Catacombs of Wrath Card 1: Tickwood Boar
Treacherous Cave Card 1: Jinkin
Will Move myself either to Treacherous Cave or to Fort Rannick to provide support for henchman fight (TBD after discussion)
Recharge Wand of Flying DC 12 with Tome: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12 Wand is recharged

Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)[/u]

Harsk, Meliski - Fort Rannick 5-9,2 remain // 5=Jinkin(H3), 2=GreatAxe(WB)
Seelah - Thassilonian Dungeon 1-10 remain // 1=Cape of Escape(IB)
Treacherous Cave 1-10 remain // 1=Jinkin(H3)
Shimmerglens 3-10 remain
"Reiko - Garrison CLOSED 1-4 remain // ?=Warhammer, ?=Kabuto Helmet, ?=Arquebus, ?=Retriever
"
Catacombs of Wrath 1-10 remain // 1=Tickwood Boar (MB)
SickBay-Harsk 1-13 remain // 1 retrieved
SickBay-Seelah 1-14 remain //1 retrieved
SickBay-Meliski 1-14 remain // 7,8 retrieved
SickBay-Reiko 1-11 remain // 2,4 retrieved

Meliski wrote:

Hand: 1 BoAbadar, Binder's Tome, Merchant, Surgeon (S), Blessing of Milani (1) (H)

Displayed:
Deck: 15 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.

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Sickbay Card 1 BoMilani Sickbay Card 2 Sickbay Card 3 Sickbay Card 4 Sickbay Card 5 Sickbay Card 6 Sickbay Card 9 Sickbay Card 10 Sickbay Card 11 Sickbay Card 12 Sickbay Card 13 Sickbay Card 14
Recharged: s3Life Drain, i2Wand of Flying
Discard Pile:Hatchetbird (H)
Buried Pile:

Temporary Character Sheet
Status Link
Skills and Powers:
SKILLS
Strength d8 [X] +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 [x] +3[/ooc]
- 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 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] 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:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.


Human Saboteur Ninja, Tier 6, Deck Handler

Turn 5. Hour is Irori. Move to Treacherous Cave to fight the henchman there. Encounter Jinkin. Ignore BYA, as no spells to cast.
For combat, reveal Knife. Reveal Fluid for poison/wis power, and again for its own +2 power

Combat 16: 1d10 + 4 + 1d4 + 2 + 1d8 + 2 ⇒ (4) + 4 + (2) + 2 + (3) + 2 = 17 Defeated!
Craft 7: 1d4 ⇒ 3 Discard top card: Proxy deck: 1d11 ⇒ 8 Blessing 5: Blessing of Cayden Cailean.

Attempt to close, use Melsiki's blessing of Milani to add 2 dice.
Wis 7: 3d6 ⇒ (5, 2, 2) = 9 Treacherous Cave Closed!

End turn. Reset hand, discarding Frost Ray, and drawing 1: Proxy deck: 1d11 ⇒ 7 Returning Throwing Axe +1. Nice!

Reiko wrote:

Hand: Stormrune Knife, Bo Norgorber, Embalming Fluid, Bo Urgathoa, Sacred Candle, Returning Throwing Axe +1 ,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Will use Sacred candle at end of blessing 3 turn to acquire it. Feel free to use blessings, norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to a fort or undead trait.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 6
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.)

Liberty's Edge

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

Forgot to roll divine check to move away from Shimmerglens back to Fort Rannick

Divine Check DC 7: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (4) = 16 Success


Human Saboteur Ninja, Tier 6, Deck Handler

My BoCC was actually buried.

Grand Lodge

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

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 6 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: Meliski -> Deathbane Light Crossbow +1
Move: Fort Rannick -> Catacombs of Wrath
Explore: Catacombs of Wrath Card 1 - Tickwood Boar (Monster 1)

Tickwood Boar:

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

I will Roll Survival for Before the Encounter Check
Survival DC 7: 1d6 + 1 ⇒ (2) + 1 = 3 - Fail, Tickwood Boar is increased by 2

For combat I will Reveal: Humanbane Crossbow +2 and use my Ranged Skill, I will Auto Succeed check

I will use my Power to Examine top of location: Catacombs of Wrath Card 2 - Jinkin (Henchman 3)

I will end my turn and reset my hand to 7, Sick Bay Card 9: Proxy Blessing 7 - Seelah - Blessing of Iomedae

Harsk wrote:

Hand: Masterwork Tools, Tooled Crocodile Skin, Surgeon, Reiko - Venomous Fighting Fan +1, Humanbane Crossbow +2, Seelah - Blessing of Iomedae, Returning Throwing Axe +1 (1)

Displayed: Flight Arrows
Deck: 12 Discard: 0 Buried: 0
Notes: 2 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Seelah - Blessing of Iomedae

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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


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

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 7 - Card 4: Blessing of Calistra

At the start of my turn, I examine the top card of my location deck.
Thassilonian Dungeon Card 1: Cape of Escape (Item B). It is a boon, so it goes to the bottom of the deck, and I add 1d6 to my next check this turn.

Give Card: None

Move: Thassilonian Dungeon => Fort Rannick

Explore: Fort Rannick Card 5 - Jinkin (Henchman 3)

Jinkin:
Henchman 3
Type: Monster
Traits: Fey
To Defeat: Combat 16
Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Combat Breakdown:

Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2
I Examined a Boon! 1d6
Meliski's Tome 1d4

Lacking any attack spells, I ignore the BYA.

Combat 16: 1d10 + 4 + 1d8 + 2 + 1d6 + 1d4 ⇒ (3) + 4 + (5) + 2 + (5) + (3) = 22 Victory!

Attempt to close Fort Rannick:
I discard Blessing of Tsukiyo to add 1 die.

Strength 8: 1d10 + 2 + 1d10 ⇒ (10) + 2 + (2) = 14 Success! Fort Rannick is closed. Scribe and Old Salt are shuffled back into my hand.

I end my turn. Then I discard Riding Horse to move to Shimmerglens (Meliski may also move with me). Lastly, I reset my hand:
Sick Bay Card 10 = Proxy Weapon 4 = my Katana +1.
Sick Bay Card 3 = Proxy Weapon 8 = my Shock Glaive +1

Seelah wrote:

Hand: Tripartite Spear +2, Grappler's Mask, Cure, Blessing of Angradd, Katana +1, Shock Glaive +1

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Link to Temp Deck Handler
Blessing of Angradd, Cure

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Sick Bay 2 Sick Bay 4 Sick Bay 5 Sick Bay 6 Sick Bay 7 Sick Bay 8 Sick Bay 9 Scribe Sick Bay 11 Sick Bay 12 Sick Bay 12 Sick Bay 14 Old Salt (M)
Recharged:
Discard Pile:Blessing of Tsukiyo, Riding Horse
Buried Pile:

Liberty's Edge

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

Out of Turn Updates: Prior to Seelah's End of Turn, I reveal surgeon to shuffle random card (Blessing of Milani (1) (H)) into deck and then recharge surgeon

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8 - Blessings Deck Card 5 / Blessing of the Gods
SOT: None
Give Card: None
Move: Fort Rannick -> Thassilonian Dungeon

Explore: Thassilonian Dungeon Card 2: Speed revealing tome for check

Arcane Check DC 6: 1d10 + 4 + 1d4 ⇒ (8) + 4 + (3) = 15 Success

Speed:

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.

Will discard Merchant to explore again.
Explore: Thassilonian Dungeon Card 3: Jinkin. I have no attack spells in hand so ignoring BYA check. Will reveal crossbow and use Speed spell for check revealing tome and Harsk will recharge card for fire support and finally Seelah will recharge Blessing of Angradd

Get to immediately draw card for Speed spell (Life Drain)

Harsk Deathbane Crossbow +1 Combat Check DC 16: 1d8 + 1d6 + 1 + 3 + 1d4 + 1d4 + 1 + 1d6 ⇒ (6) + (6) + 1 + 3 + (1) + (3) + 1 + (1) = 22 Monster defeated

Jinkin:

Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Make close attempt revealing tome

Arcane Check DC 7: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 Success

EOT: End Turn make check to recharge speed revealing tome and Reset hand

Arcane Check DC 8: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (1) = 15 Success - speed is recharged

Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)[/u]
Notes for Harsk: Needs to recharge card for Meliski fire support
Notes for Seelah: Needs to recharge Blessing of Angradd
Notes for Meliski: Needs to recharge card for Meliski fire support

Fort Rannick CLOSED
Meliski - Thassilonian Dungeon CLOSED
Reiko - Treacherous Cave CLOSED 1-10 remain
Seelah - Shimmerglens 3-10 remain
"Garrison CLOSED 1-4 remain // ?=Warhammer, ?=Kabuto Helmet, ?=Arquebus, ?=Retriever
"
Harsk - Catacombs of Wrath 2-10 remain // 2=Jinkin(H3)
SickBay-Harsk 1-13 remain // 1,9 retrieved
SickBay-Seelah 1-14 remain // 3,8 retrieved
SickBay-Meliski 1-14 remain // 7,8 retrieved
SickBay-Reiko 1-11 remain // 2,4, 7 retrieved

Meliski wrote:

Hand: 1 BoAbadar, Binder's Tome, s3Life Drain, Deathbane Light Crossbow +1 (H), BoMilani, Blessing of Milani (1) (H)

Displayed:
Deck: 15 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Would like to use blessing to protect boons but use if needed. Reminder: Can provide rerolls at location.
Blessing of Milani (1) (H), BoMilani, 1 BoAbadar

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: Sickbay Card 1 Sickbay Card 2 Sickbay Card 3 Sickbay Card 4 Sickbay Card 5 i2Wand of Flying Sickbay Card 6 Sickbay Card 9 Sickbay Card 10 Sickbay Card 11 Sickbay Card 12 Sickbay Card 13 Sickbay Card 14
Recharged: Surgeon (S), Speed
Discard Pile:Hatchetbird (H), Merchant
Buried Pile:

Temporary Character Sheet
Status Link
Skills and Powers:
SKILLS
Strength d8 [X] +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 [x] +3[/ooc]
- 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 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] 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:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.


Human Saboteur Ninja, Tier 6, Deck Handler

The hour is Shelyn. Reiko moves to join her companion Harsk at the Catacombs of Wrath.

Explore CoW card 2: Jinkin. Auto fail BYA, but not planning on playing any spells. Reveal Stormrune knife, recharge knife and reveal axe for another 2d4. Reveal embalming fluid for +2.
Combat 16: 1d10 + 4 + 1d4 + 2 + 2d4 + 2 ⇒ (7) + 4 + (4) + 2 + (2, 4) + 2 = 25 Defeated!
Craft 7: 1d4 ⇒ 3 Auto fail. Bury top card of deck: Proxy 6: Blessing 13: Bo Horus.

Attempt to close. Summon Wrathful Sinspawn.
BtE Wis 6: 1d6 ⇒ 5 Fail. Difficulty increased by 1
Reveal and recharge returning throwing axe.
Combat 9 + 1 = 10: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (8) + 4 + (8) + 1 + (6) = 27 Defeated!

Catacombs of wrath closed!
On closing, shuffle item wayfinder into deck.

End turn. Reset hand, drawing 2: Proxy 5: Proxy Armor 5: Helm of Telepathy, and Proxy 11: Heavy Pick +1. (Nice, weapon 2!)

Reiko does what she does best. She unleashes her poison tipped electric knives at the captain of this particular area, and then hurls an axe into the face of an aberration she doesn't quite understand. Regardless, no creature in their right mind will be making their way back to these particular catacombs for a while.

Reiko wrote:

Hand: Bo Norgorber, Embalming Fluid, Bo Urgathoa, Sacred Candle, Helm of Telepathy, Heavy Pick +1 ,

Displayed:
Deck: 7 Discard: 3 Buried: 2
Notes: Will use Sacred candle at end of blessing 3 turn to acquire it. Feel free to use blessings, norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to a fort or undead trait.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Human Saboteur Ninja, Tier 6, Deck Handler

Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (3)[/u]
Notes for Harsk: Needs to recharge card for Meliski fire support
Notes for Seelah: Needs to recharge Blessing of Angradd
Notes for Meliski: Needs to recharge card for Meliski fire support
Fort Rannick CLOSED
Meliski - Thassilonian Dungeon CLOSED
Treacherous Cave CLOSED
Seelah - Shimmerglens 3-10 remain // M:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:2 ?:1
Garrison CLOSED 1-4 remain // ?=Warhammer, ?=Kabuto Helmet, ?=Arquebus, ?=Retriever
Harsk,Reiko - Catacombs of Wrath CLOSED
SickBay-Harsk 1-13 remain // 1,9 retrieved
SickBay-Seelah 1-14 remain // 3,8 retrieved
SickBay-Meliski 1-14 remain // 7,8 retrieved
SickBay-Reiko 1-11 remain // 2,4,6,7,8,11 retrieved

Liberty's Edge

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

During Harsk turn, Reiko will recharge Helm of Telepathy to look at Meliski's top card of deck. Will choose to shuffle deck.

[spoiler=Sick Bay Card 5: Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.[/spoiler]

Grand Lodge

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

Out of Turn - Recharged Returning Throwing Axe +1 (1) for Support

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 10 - Top of Blessings Discards Deck: Blessing of Gorum
Give Card: None
Move: Catacombs of Wrath -> Shimmerglens
Explore: Shimmerglens Card 3 - Mystic Inscription (Barrier B)

Mystic Inscription:

Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

I will Recharge: Masterwork Tools to Defeat: Mystic Inscription
Random Spells: 1d4 ⇒ 2 - Major Cure (Spell 3) and Proxy Spell 1 - Cure (Spell B) (There is no Proxy Spell 12)

I will Discard:Surgeon to Explore: Shimmerglens Card 4 - Frost Ray (Spell 1)

Frost Ray:

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

I will use my Intelligence Skill and use my Blessing of Seelah - Blessing of Iomedae for 1 extra die
Acquire Frost Ray - Intelligence DC 6: 2d6 ⇒ (6, 3) = 9 - Acquired

I will end my turn and use my Power to Examine: Shimmerglens Card 5 - Ven Vinder (Ally 1)
I reset my hand to 7

Harsk wrote:

Hand: zMajor Cure, Tooled Crocodile Skin, zFrost Ray, Reiko - Venomous Fighting Fan +1, Humanbane Crossbow +2, Blessing of Angradd, zCure

Displayed: Flight Arrows
Deck: 14 Discard: 2 Buried: 0
Notes: 2 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Angradd

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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


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

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 11 - Card 8: Blessing of Sarenrae

At the start of my turn, I examine the top card of my location deck.
Shimmerglens Card 5: Ven Vinder (Ally 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 Shimmerglens

Explore: Shimmerglens Card 6 - Proxy Blessing 12, which is Reiko's Blessing of Abadar. With the +1d6, I auto-acquire (Divine 5)

I end my turn; hand is already at 6.

Seelah wrote:

Hand: Tripartite Spear +2, Grappler's Mask, Cure, Katana +1, Shock Glaive +1, Blessing of Abadar (R)

Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Link to Temp Deck Handler
Blessing of Abadar (R), Cure

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Sick Bay 2 Sick Bay 4 Sick Bay 5 Sick Bay 6 Sick Bay 7 Sick Bay 8 Sick Bay 9 Scribe Sick Bay 11 Sick Bay 12 Sick Bay 12 Sick Bay 14 Old Salt (M)
Recharged: Blessing of Angradd
Discard Pile:Blessing of Tsukiyo, Riding Horse
Buried Pile:

Liberty's Edge

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

Out of Turn Updates: None

Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 12- Blessings Deck Card 9 / Blessing of Irori
SOT: Will use Mat benefit to discard Life Drain and draw a card (Sick Bay Card 12: Proxy Item 7 - Staff of Minor Healing (R))
Give Card: None
Move: Thassilonian Dungeon-> Shimmerglen

Explore: Shimmerglens Card 7: Diseased Rats revealing crossbow tome and using Reiko's blessing

Harsk Deathbane Crossbow +1 Combat Check DC 11: 1d8 + 1 + 1d6 + 1d4 + 1d6 ⇒ (6) + 1 + (4) + (3) + (6) = 20 Monster defeated

Diseased Rats:

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

Discard Blessing of Abadar to explore again - Shimmerglens Card 8: Proxy Spell 6 - Marionette

Divine Check DC 7 with tome: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 Success

Marionette:

UM-2 spell
MagicArcaneDivineAttackMental
Check to acquire Intelligence/Arcane 9
or Wisdom/Divine 7
Powers
For your combat check, discard this card to use your Arcane or Divine skill +1d6. If the bane has the Construct, Elemental, or Undead trait, add another 2d6 and you may ignore its immunities.

Recharge
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.

Explore: Will discard BoMilani to explore again - Shimmerglens Card 9: Jinkin. Attempting Arcane check.

Arcane Check DC 9 with tome: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (3) = 10 Success so using Marionette spell along with Seelah's Blessing of Abadar and Harsk blessing of Angradd and tome

Marionette Combat Check DC 16 with tome: 1d6 + 1d10 + 4 + 1d10 + 1d10 + 14 ⇒ (1) + (6) + 4 + (3) + (5) + 14 = 33 Monster defeated
Marionette Recharge DC 9 and tome: 1d10 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17 Spell is recharged

Jinkin:

Henchman 3
Type: Monster
Traits:
Fey
To Defeat:
Combat 16 Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
When you are dealt damage, first choose items to discard as your damage, if you have any.
If defeated, you may immediately attempt to close the location this henchman came from.

Discarding other Blessing of Milani and Reiko's other blessing for Divine check

Divine Check DC 8: 1d10 + 4 + 1d10 + 1d10 ⇒ (9) + 4 + (9) + (7) = 29 Success

All locations closed. Scenario is successfully finished!

The Exchange

Harsk pulled a Fiery Weapon instead of the Proxy Spell since that didn't exist.

He got:

Fiery Weapon:

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

Acquired Cards:
Archer (Ally B)
Black Arrow Ranger (Ally 3)
Black Arrow Ranger (Ally 3)
Magic Leather Armor (Armor B)
Magic Leather Armor (Armor B)
Half-Plate (Armor B)
Goblin Plate +1 (Armor P)
Blessing of Pharasma (Blessing B)
Potion of Ghostly Form (Item B)
Belt of Giant Strength (Item 3)
Mirror Image (Spell B)
Frost Ray (Spell 1)
Speed (Spell 1)
Frost Ray (Spell 1)
Fiery Weapon (Spell 1)
Haste (Spell 2)
Major Cure (Spell 3)
Battleaxe (Weapon B)
Returning Throwing Axe +1 (Weapon B)
Longbow +1 (Weapon 1)
Heavy Pick +1 (Weapon 2)

Reward:
The party gets the reward pile. Adventure Card Guild characters may choose a bonus deck upgrade.

The Exchange

Development:
That was quite the elaborate prank those creatures played on
you! You tracked them into a tunnel system off the main
cavern, where you found the rest of your things. From the looks
of this place and their remains, you think they were jinkins.
If that’s true, you’re lucky you escaped with your life and your
goods.
Still, the gall of them, thinking they could mess with you! You
showed them a thing or two, unleashing your fury on them and
pounding them into dust. Too bad there were only a few of the
creatures. Now that you have your equipment back, it’s time to
show more evildoers your ferocity and valor. Bring it on!

2-3D: A Fungus Among Us
As you traverse the tunnels of Hollow Mountain back to the
main cavern, you look closely at the fungal organism lining
the walls. It’s green, with blood-red flecks suspended in
finger-like appendages. The flecks seem to pulse as if they’re alive.
Continuing on your way, you reflect on your journey through
the mountain. So far, it hasn’t been very profitable. While you aren’t
in it for the money, you still need to pay for your kit and have a
bit left over for entertainment. Perhaps the fungus might be worth
something—some herbal remedy long forgotten. Maybe you can
extract some nectar from the phalanges, like a succulent cactus. You
have some jars in your pack for just such an occasion.
With a quick flick of your knife, a polyp falls into one container.
You reach out to squeeze the thing, aiming to catch the dripping
liquid in another vial. As you touch the fungus, you realize you’ve
made a grievous mistake. A burning sensation enflames the tips of
your fingers. The pulsing of the fungus grows stronger as the walls
reach out to pull you in. Seems taking a sample pissed it off, and
now it’s out for revenge!

The Exchange

During This Adventure:

During This Scenario: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”
Additional Rules:

Fungal Savage:

Villain 3
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Poison Trap:

Henchman B
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Disable 5
The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.

Turn: 0, Harsk/TheGreatNateO

Random Cards:

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

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

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

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

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

Barriers
Spoiler:
Door Spike
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.

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

Spoiler:
Hand Chopper
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.

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

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

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

Spoiler:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

Spoiler:
Vicious Trident +1
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.

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

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

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

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

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

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

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

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

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

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

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

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

Items
Spoiler:
Masterwork Tools
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.

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

Spoiler:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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

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

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

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

Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Spoiler:
Soldier
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 0

[b]Blessings Deck

Blessings Deck Cards/Turn Order:

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Liberty's Edge

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

Meliski - 2-3D: A Fungus Among Us

Loot
None

Starting Location
Nettlemaze
Starting Hand - Choosing Item as favored card

Meliski wrote:

Hand: BoMilani, 2 BoAbadar, Binder's Tome, s2IceandFire, s5Fly, s3Life Drain

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
2 BoAbadar, BoMilani

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: b1Blessing of Nethys 1 BoAbadar BoThoth ar1Helm of Telepathy i1Ivory Dice i2Wand of Flying Byzantine Lexicon al1Bound Lantern Archon al2Cleric of Nethys Old Salt Burglar s1Cure s4Fire Snake s6Scrying
Recharged:
Discard Pile:
Buried Pile:

Status Link
Skills and Powers:
SKILLS
Strength d8 [X] +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 [x] +3[/ooc]
- 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 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] 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:

Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.


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

Starting Location: Nettlemaze

Starting Hand Favored Card: Weapon

I will continue to use Impaler of Thorns in place of Cat-O’-Nine-Tails.

Seelah wrote:

Hand: Cure, Blessing of Iomedae, Kabuto Helmet, Dwarven Plate, Cold Iron Mace +1, Shock Glaive +1

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: At the start of Harsk's turn, I display Dwarven Plate.
Blessing of Iomedae, Cure

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Dwarven Earthbreaker +1 Four-Mirror Armor Helm of the Valkyrie Grappler's Mask Knight's Pennon Riding Horse Scribe Surgeon Surgeon Blessing of Angradd Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

The Exchange

Harsk tends to start at the same location Seelah and Meliski are, and Reiko tends to start somewhere else. So I'm putting them in not the Dam so they don't get stuck.

Otherwise pick a starting player and start when you have your starting hands ready.

During This Adventure:

During This Scenario: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”
Additional Rules:

Fungal Savage:

Villain 3
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Poison Trap:

Henchman B
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Disable 5
The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.

Turn: 0, Harsk/TheGreatNateO

Random Cards:

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

Spoiler:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

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

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

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

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

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

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


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

Spoiler:
Light Crossbow +1
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.

Spoiler:
Frost Longbow +1
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.

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

Spoiler:
Venomous Dagger +2
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.

Spells
Spoiler:
Incendiary Cloud
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.

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

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

Armors
Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Elven Chain Shirt
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.

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

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

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

Spoiler:
Headband of Alluring Charisma
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.

Spoiler:
Wand of Scorching Ray
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.

Spoiler:
Wand of Scorching Ray
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.

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

Spoiler:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Spoiler:
Ameiko Kaijitsu
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Spoiler:
Cat
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.

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

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

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

Spoiler:
Blessing of 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.

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

Spoiler:
Blessing of 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.

Top of Blessing Discard Pile:

:
[/b]

Traits: To Acquire:


Blessings Remaining: 30

[b]Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 6 /
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11 /
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14 /
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 20 /
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 24 /
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 26 /
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 27 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 30 /
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.

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
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: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None
Location #3: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Location #4: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Location #5: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None
Location #6: 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: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

The Exchange

Box with actual cards in the locations (since turn 1):

During This Adventure:

During This Scenario: Treat the henchman Poison Trap as if it has the following additional
power: “The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.”
Additional Rules:

Fungal Savage:

Villain 3
Type: Monster
Traits: Plant Poison
To Defeat: Constitution Fortitude Wisdom 7 THEN Combat 17
Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location. After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Poison Trap:

Henchman B
Type: Barrier
Traits: Poison Trap
To Defeat: Dexterity Disable 5
The difficulty to defeat the Poison Trap is increased by
1d6 plus the scenario’s adventure deck number.
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage. If defeated, you may immediately attempt to close your location.

Turn: 1, Seelah/notshown

Random Cards:

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

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

Spoiler:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

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

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

Spoiler:
Cryptic Message
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.

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

Spoiler:
Door Spike
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.

Weapons
Spoiler:
Vicious Trident +1
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.

Spoiler:
Horsechopper +1
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song


Spoiler:
Frost Longbow +1
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.

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

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

Spells
Spoiler:
Acid Arrow
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.

Spoiler:
Swipe
Spell 3
Traits:
Arcane
Attack
Divine
Magic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

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

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

Spoiler:
Major Cure
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.

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

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

Spoiler:
Spiny Shield
Armor 3
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Magic Full Plate
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.

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

Spoiler:
Headband of Alluring Charisma
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.

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

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

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

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


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

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

Spoiler:
Ameiko Kaijitsu
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Spoiler:
Jakardros Sovark
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

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

Spoiler:
Blessing of 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.

Spoiler:
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.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

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

Location #1: Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

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

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

Dam Card 3:
Carrionstorm
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.

Dam Card 4:
Hand Chopper
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.

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

Dam Card 6:
Elven Chain Shirt
Armor B
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.

Dam Card 7:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Dam Card 8:
Staff of Minor Healing
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Dam Card 9:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Dam Card 10:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

Location #2: Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
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: Meliski/Zalarian, Seelah/notshown, Harsk/TheGreatNateO, None

Nettlemaze Card 1:
Grazuul
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.

Nettlemaze Card 2:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Nettlemaze Card 3:
Chime of Unlocking
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.

Nettlemaze Card 4:
Flaming Mace +1
Weapon B
Traits:
Mace
Magic
Melee
Bludgenoning To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

Nettlemaze Card 5:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

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

Nettlemaze Card 7:
Warlord
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Nettlemaze Card 8:
Mystic Inscription
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Nettlemaze Card 9:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Nettlemaze Card 10:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Location #3: Wooden Bridge
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 3 Bl: 1 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

Wooden Bridge Card 1:
Black Arrow Ranger
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Wooden Bridge Card 2:
Skeleton Horde
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Wooden Bridge Card 3:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Wooden Bridge Card 4:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Wooden Bridge Card 5:
Zombie Giant
Monster B
Traits:
Undead
Zombie
To Defeat:
Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Wooden Bridge Card 6:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Wooden Bridge Card 7:
Arrow Catching Studded Leather
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
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.

Wooden Bridge Card 8:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.

Wooden Bridge Card 9:
Acolyte
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

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

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

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

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

Warrens Card 3:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Warrens Card 4:
Fungal Savage
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Warrens Card 5:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at a Survival check.

Warrens Card 6:
Bugbear
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 10 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Warrens Card 7:
Door Spike
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.

Warrens Card 8:
Acid Arrow
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.

Warrens Card 9:
Frost Longbow +1
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.

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

Location #5: Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M: 3 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: None

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

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

Shrine to Lamashtu Card 3:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Shrine to Lamashtu Card 4:
Zombie Horde
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Shrine to Lamashtu Card 5:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 6:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Shrine to Lamashtu Card 7:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty 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.

Shrine to Lamashtu Card 8:
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.

Shrine to Lamashtu Card 9:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Shrine to Lamashtu Card 10:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Location #6: 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: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Deeper Dungeons Card 2:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty 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.

Deeper Dungeons Card 3:
Spyglass
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Deeper Dungeons Card 4:
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.

Deeper Dungeons Card 5:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13 The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Deeper Dungeons Card 6:
Holy Light
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.

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

Deeper Dungeons Card 8:
Goblin Warrior
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

Deeper Dungeons Card 9:
Faceless Stalker
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Deeper Dungeons Card 10:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.


Human Saboteur Ninja, Tier 6, Deck Handler

Replace Bronzed Leather with Snakeskin Tunic
Starting at Wooden Bridge

Reiko wrote:

Hand: Bo Urgathoa, Materialize, Embalming Fluid, Bo Horus, Bo Abadar, Venomous Fighting Fan +1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Feel free to use blessings, urgathoa adds 2 dice to a fort or undead trait, Horus adds 2 dice for a dex/Electric check, and Abadar adds 2 dice against barriers. Materialize lets you evade and me BAMF in to take your encounter for you at +3. Feel free to Bot this.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)

Grand Lodge

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

Starting Location - Nettlemaze

Harsk wrote:

Hand: Returning Throwing Axe +1 (1), Masterwork Tools, Tooled Crocodile Skin, Blessing of Tsukiyo, Archer's Bracers, Venomous Hand Crossbow +1

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: 2 Card(s)s are available 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, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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

Grand Lodge

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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 1 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Nettlemaze
Explore: Nettlemaze Card 1 - Grazuul (Monster 3)

Grazuul:

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.

For Combat I will Reveal: Returning Throwing Axe +1 (1) and used my Ranged Skill (1d10+1d8+7). I will Recharge: Returning Throwing Axe +1 (1) for 1d6 and Reveal: Archer's Bracers for +2
Grazuul - Combat DC 16: 1d10 + 1d8 + 1d6 + 9 ⇒ (7) + (3) + (5) + 9 = 24 - Success but Undefeated, Grazuul is shuffled back into the location.

I will end my turn and use my power to look at the top card of the location which is random
Random Card for Nettlemaze: 1d10 ⇒ 1 - Card 1 - Grazuul

I will rest my hand to 7

Harsk wrote:

Hand: Blessing of Milani (2), Masterwork Tools, Tooled Crocodile Skin, Blessing of Tsukiyo, Archer's Bracers, Venomous Hand Crossbow +1, Retriever

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: 1 Card(s)s are available 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)

Sideboard cards: Alchemical Cartridges, Navigator Musket +1;

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: 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 [X] 7
Proficient With: Light Armors, Weapons

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


Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:

Welcome to Pathfinder Reward:

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

Grand Lodge Faction Reward:

[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.

Season of Tapestry’s Tides Rewards:

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

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

Liberty's Edge

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

Out of turn before Harsk ends his turn, Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Shrine to Lamashtu Card 1: Blessing of the Gods
Warrens Card 1: Soldier
Move Seelah to Shrine to Lamashtu
Recharge Fly DC 10 with tome: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6 Fly spell is not recharged


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

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 2 - Card 8: Blessing of the Gods

At the start of my turn, I examine the top card of my location deck.
Shrine to Lamashtu 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: None

Move: Stay at Shrine to Lamashtu

Explore: Shrine to Lamashtu Card 2 - Goblin Commando (Monster B)

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

The Dwarven Armor (displayed at the start of Harsk's turn) absorbs the BtE damage.

Combat Breakdown:

Melee: Strength 1d10+4
Shock Glaive +1 1d10+1
I Examined a Boon! 1d6

Combat 9: 1d10 + 4 + 1d10 + 1 + 1d6 ⇒ (4) + 4 + (10) + 1 + (2) = 21 Victory!

I discard Blessing of Iomedae to explore Card 3 - Mercenary (Monster B)

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

Combat Breakdown:

Melee: Strength 1d10+4
Shock Glaive +1 1d10+1

Combat 10+3= 13: 1d10 + 4 + 1d10 + 1 ⇒ (5) + 4 + (3) + 1 = 13 Victory!

I end my turn and reset my hand.

Seelah wrote:

Hand: Cure, Kabuto Helmet, Cold Iron Mace +1, Shock Glaive +1, Surgeon, Hatchet Bird

Displayed: Dwarven Plate
Deck: 12 Discard: 1 Buried: 0
Notes:
Cure

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing

POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Dwarven Earthbreaker +1 Four-Mirror Armor Helm of the Valkyrie Grappler's Mask Knight's Pennon Scribe Blessing of the Samurai Blessing of Angradd Blessing of Angradd Impaler of Thorns
Recharged:
Discard Pile:Blessing of Iomedae
Buried Pile:

Liberty's Edge

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

Out of Turn Updates: None

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

Explore: Nettlemaze Card 1: Grazuul using Ice and Fire along with Tome

Adding both Ice and Fire unless resistant/immune. Add 1d8 for Fire.
Ice and Fire Spell Combat Check DC 16: 2d8 + 1d10 + 7 + 1d8 + 1d4 ⇒ (2, 2) + (10) + 7 + (3) + (1) = 25 Monster defeated
Recharge Ice and Fire DC 12: 1d10 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8 Spell is not recharged

Grazuul:

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.

Explore: Discard BoAbadar to Explore again. Nettlemaze Card 2: Sneak

"Reiko! I have a sneak trying to be sneakier than you!"

Pausing for Reiko's decision to use materialize or not

Sneak:

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

Meliski wrote:

Hand: BoMilani, Binder's Tome, s3Life Drain

Displayed:
Deck: 14 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. Reminder: Can provide rerolls at location.
, BoMilani

Deck, Discard, Buried:
Known Top:

Middle {Order is not Known}: b1Blessing of Nethys 1 BoAbadar BoThoth ar1Helm of Telepathy i1Ivory Dice i2Wand of Flying Byzantine Lexicon al1Bound Lantern Archon al2Cleric of Nethys Old Salt Vampire Bat s1Cure s4Fire Snake s6Scrying
Recharged:
Discard Pile:s5Fly, s2IceandFire, 2 BoAbadar
Buried Pile:

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