[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
HARSK wrote:

Hand: Hand Crossbow, Arquebus, Shortbow, Quarterstaff, Blood Periapt

Displayed: Gambeson
Deck: 9 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

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

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

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


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

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 10, Radillo/Jake_Bloom, turn number 2 in game Game#30: [ACG] [CaG] Season of the Runelords Scenario 2-1B: The Problem with Dragons, run by zeroth_hour

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 4
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 7
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Constitution check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of 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 9
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 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 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 12
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 14
Blessing of 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 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.

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: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/TheGreatNateO, None

Nettlemaze Card 1 (Cultist):
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

Nettlemaze Card 2:
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.

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

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
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 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:
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.

Nettlemaze Card 8:
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 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.

Thassilonian Dungeon
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Meliski/Zalarian, Radillo/Jake_Bloom, None

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 3:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Treacherous Cave Card 6:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 9:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 10:
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.

Treacherous Cave Card 11:
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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

Desecrated Vault Card 2:
Giant Hermit Crab
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Desecrated Vault 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.

Desecrated Vault Card 4:
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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
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.

Desecrated Vault Card 7:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Desecrated Vault Card 8:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

Desecrated Vault Card 10:
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.

Desecrated Vault Card 11:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Reiko/eddiephlash, None

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

Warrens Card 2:
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.

Warrens Card 3:
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 with the Magic trait.

Warrens Card 4:
Potion of Healing
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

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

Warrens Card 6:
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 your check to defeat does not have the Magic trait, the Ghost is undefeated.

Warrens Card 7:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Warrens Card 8:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Warrens Card 9:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.


I will move to Nettlemaze and confront the cultist.
Card 1

Force Missile DC 9: 2d4 + 1d10 + 4 ⇒ (1, 4) + (2) + 4 = 11

The cultist is no more...

Using my power to move Lightning Touch to top of my deck.
Checking to see if can recharge my spell

Arcane Check DC 6: 1d10 + 4 ⇒ (7) + 4 = 11

I will be able to reuse my Force Missile soon

reset hand and end my turn

Radillo wrote:

Hand: Sleep, Lightning Touch, Codex, Eye Patch, Jinx Eater, Magic Weapon

Displayed:
Deck: 8 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

"
Magic Weapon

Skills and Powers:
SKILLS

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

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

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


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

Liberty's Edge

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

Since Radillo went the same way as Harsk, I head on over to the Nettlemaze and begin poking around away from the entrance.

Turn 11 blessing is BotG, move to Nettlemaze, explore bottom card and encounter a blessing of the Gods

My explorations prove fruitful as I learn that there wasn't a way currently that a dragon could flee here except through the front area. Inspired with knowledge and feeling blessed, I go to the front to meet up with Harsk and Radillo.

Ah think I will head on over to the desecrated vault after I get that staff from ya Harsk. In the meantime, did you see that shifting wall over there...be right back...

Discard new blessing to explore top card and reveal cape of escape.

Beyond the wall is a small room with the remains of mostly tattered clothing but a cape looks like it may have possibly weathered the ages better than the other items of clothing. I then call over the dilettante again and see what his thoughts are about the cape.
Use Blessing and recharge Dilettante for check

Dexterity Check DC 8: 2d6 + 1d4 ⇒ (2, 5) + (4) = 11

The Dilettante looked upon the cape with glee and showed the fine silver thread stitching. "This will help you in a pinch Meliski...and you always get yourself in a pinch", he says.

Go back into town and fetch me a barrel of ale you Poozer!

I reset my hand and end my turn

Meliski wrote:

Hand: Sihedron Medallion, Armor of the Sands, Fox, zCape of Escape, 3 BotG

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Fox, 3 BotG, Sihedron Medallion
Be sure to confirm before using card Sihedron Medallion and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Spellbound, Potion of Glibness, Codex, Burgler, Cure, Inflict, Lightning Touch Recharged: Arcane Armor, zCure 2, zGlibness, Dilettante
Discard Pile:
1 BotG, z4 BotG, 2 BotG
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 12, Reiko/eddiephlash, turn number 4 in game Game#30: [ACG] [CaG] Season of the Runelords Scenario 2-1B: The Problem with Dragons, run by zeroth_hour

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: 18

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 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 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 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 5
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 6
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 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 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 10
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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 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.

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: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Radillo/Jake_Bloom, None

Nettlemaze Card 1:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Nettlemaze Card 2:
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.

Nettlemaze 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.

Nettlemaze Card 4:
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 5:
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.

Nettlemaze Card 6:
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.

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

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 3:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Treacherous Cave Card 6:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 9:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 10:
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.

Treacherous Cave Card 11:
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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

Desecrated Vault Card 2:
Giant Hermit Crab
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Desecrated Vault 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.

Desecrated Vault Card 4:
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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
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.

Desecrated Vault Card 7:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Desecrated Vault Card 8:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

Desecrated Vault Card 10:
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.

Desecrated Vault Card 11:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
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: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: Reiko/eddiephlash, None

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

Warrens Card 2:
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.

Warrens Card 3:
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 with the Magic trait.

Warrens Card 4:
Potion of Healing
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence~Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

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

Warrens Card 6:
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 your check to defeat does not have the Magic trait, the Ghost is undefeated.

Warrens Card 7:
Ambush
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom~Perception~Dexterity~Acrobatics 9
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.~If defeated, you may immediately explore again.~If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Warrens Card 8:
Sling
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Warrens Card 9:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.


Human Saboteur Ninja, Tier 6, Deck Handler

Explore Warrens card 1: Archer. Recharge BotQ to add a die.

Continuing to explore the warrens, Reiko meets up with an archer. She asks for their hep in hunting down the dragon.

Ranged 8: 2d10 + 2 ⇒ (3, 4) + 2 = 9

The archer agrees to scout ahead and report back.

discard archer to explore card 2: Poison Trap. Borrow a blessing from Meliski

Dex 5: 2d10 ⇒ (8, 6) = 14 Defeated!

Acrobatics 6 to close: 1d10 + 3 ⇒ (9) + 3 = 12 closed!

Discard (banish) Call Potion to draw Blue star into hand. Reveal blue star while resetting hand to increase hand size by 1

Reiko wrote:

Hand: Noxious Bomb, Rochin, Longbow, Blue Star, Bot Quartermaster 1, Bot Quartermaster 3,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes: Willing to discard longbow to add 1d4 to any combat check not at my location (warrens). Also, feel free to use blessing.
Blessing of the Quartermaster:
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any non-combat check.
Discard this card to explore your location.

Skills and Powers:
SKILLS

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

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

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 13, Harsk/TheGreatNateO, turn number 1 in game Game#30: [ACG] [CaG] Season of the Runelords Scenario 2-1B: The Problem with Dragons, run by zeroth_hour

Top of Blessing Discard Pile:

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

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 3
Blessing of 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 4
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 5
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 6
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 7
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 8
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 9
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 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Radillo/Jake_Bloom, None

Nettlemaze Card 1:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Nettlemaze Card 2:
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.

Nettlemaze 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.

Nettlemaze Card 4:
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 5:
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.

Nettlemaze Card 6:
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.

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

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

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 3:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Treacherous Cave Card 6:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 9:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 10:
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.

Treacherous Cave Card 11:
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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

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

Desecrated Vault Card 2:
Giant Hermit Crab
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Desecrated Vault 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.

Desecrated Vault Card 4:
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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
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.

Desecrated Vault Card 7:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Desecrated Vault Card 8:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

Desecrated Vault Card 10:
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.

Desecrated Vault Card 11:
Caltrops
Item B
Traits:
Basic
Object To Acquire:
Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.~Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Grand Lodge

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

Blessing Deck- Blessing of the Gods

I give Meliski my Quarterstaff

I give my cuz my Quarterstaff and head off knowing that the dragon is not hiding in the Nettlemaze, the best place to go looking for a Dragon is in the caves.

I move to the Treacherous Cave, and reveal Card 1, Staff of Minor Healing. I will auto fail the Wisdom/Divine check of 7.

I see a staff but to me has no use, I just go deeper into the cave and explore. I notice a wepon of some type up ahead, neat.

I use my power to look at the top card of the location and reveal Card 2, it is a Mace. I rest my hand and end my turn.

Grand Lodge

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

Hand: Hand Crossbow, Arquebus, Shortbow, Blood Periapt, Light Crossbow

Displayed: Gambeson
Deck: 9 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

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

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

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


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


Blessing Deck - Blessing of Erastil
Reveal Nettlemaze Card 1
It is a werewolf!!
His DC remains a 13 because the Blessing deck is not a BotG.

As I explore deeper into the Nettlemaze I here a howling and I come upon a wolf transforming into a huge man sized wolf. I ready my Lightning Touch and Eye Patch. Harsk! Can you help me with this combat?

DC 13 Lightning Touch Spell+EyePatch+Harsk1d4: 2d4 + 1d10 + 4 + 1d4 + 1d4 ⇒ (4, 1) + (4) + 4 + (1) + (3) = 17

The Werewolf is easily defeated.

Move Force Missile 2 to the top of deck.
Recharge check for spell

Arcane Check DC 6: 1d10 + 4 ⇒ (2) + 4 = 6

I was just barely able to recharge my Lightning Touch

Reset Hand and end my turn

Radillo wrote:

Hand: Sleep, Force Missile 2, Codex, Eye Patch, Jinx Eater, Magic Weapon

Displayed:
Deck: 8 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

"
Magic Weapon

Skills and Powers:
SKILLS

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

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

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


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

Liberty's Edge

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

Turn 15
Blessing Deck - BotG
Move to Desecrated Vault and encounter bottom card - Caltrops

Now that I have a sturdy stick I continue deeper than before and enter the desecrated vault. I find a trap consisting of caltrops which would have skewered my feet.

Dexterity Check DC 4: 1d6 + 0 ⇒ (3) + 0 = 3

Reroll Dexterity Check DC 4: 1d6 + 0 ⇒ (2) + 0 = 2

Rather than just disabling them I try and put them as in a sack where I keep that sly fox but the sack isn't tough enough, tears, and so I discard them. I will have to catch that fox later.

Reset Hand and end my turn

Meliski wrote:

Hand: Sihedron Medallion, Armor of the Sands, Potion of Glibness, zCape of Escape, Harsk's Quarterstaff

Displayed:
Deck: 11 Discard: 4 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Potion of Glibness, Sihedron Medallion
Be sure to confirm before using card Sihedron Medallion and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Spellbound, Codex, Burgler, Cure, Inflict, Lightning Touch Recharged: Arcane Armor, zCure 2, zGlibness, Dilettante, Fox
Discard Pile:
1 BotG, z4 BotG, 2 BotG, 3 BotG
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 16, Reiko/eddiephlash, turn number 4 in game Game#30: [ACG] [CaG] Season of the Runelords Scenario 2-1B: The Problem with Dragons, run by zeroth_hour

Top of Blessing Discard Pile:

Blessing of Lamashtu:
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.

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 3
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 4
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 5
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 6
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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Nettlemaze 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.

Nettlemaze Card 2:
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 3:
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 4:
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.

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.

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

Treacherous Cave
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: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Harsk/TheGreatNateO, None

Treacherous Cave Card 1 (Mace):
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave 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.

Treacherous Cave 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.

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

Treacherous Cave Card 5:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 8:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 9:
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.

Treacherous Cave Card 10:
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.

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

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 4 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Meliski/Zalarian, None

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

Desecrated Vault Card 2:
Giant Hermit Crab
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Desecrated Vault 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.

Desecrated Vault Card 4:
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.

Desecrated Vault Card 5:
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.

Desecrated Vault Card 6:
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.

Desecrated Vault Card 7:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Desecrated Vault Card 8:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

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

Desecrated Vault Card 10:
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.
Warrens
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

Grand Lodge

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

Posting hand after card recharge.

HARSK wrote:

Hand: Hand Crossbow, Arquebus, Blood Periapt, Light Crossbow

Displayed: Gambeson
Deck: 10 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.

Skills and Powers:
SKILLS

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

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

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


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


Human Saboteur Ninja, Tier 6, Deck Handler

Top blessing is Lamashtu. Move to desecrated vault. Explore card 1: Bracers of Protection.

Sounds like Meliski might need some help at the Vault. On her way there, she notices some bracers near the entrance.

Int 3: 1d6 ⇒ 3

Drop a blessing to explore card 2: Giant Hermit Crab

Moving deeper into the vault, a rather large crab approaches. Reiko brandishes her Rochin and a shot from Harsk should help as well.

Combat 9: 1d10 + 3 + 1d6 + 1d4 ⇒ (7) + 3 + (2) + (1) = 13

Combat 9 crab reroll: 1d10 + 3 + 1d6 + 1d4 ⇒ (6) + 3 + (2) + (2) = 13

The crab collapses.

Discard another botQ to explore card 3: Poison Trap Henchman

"Another trap. I figured out the last one, hopefully this one has the same trick to disabling it."

Dex 5: 1d10 ⇒ 1

"Hmm. Meliski, any help? "

Ask Melsiki to use power to allow me to re-roll

Dex 5 (reroll) : 1d10 ⇒ 10

"Thank you, friend! Now, lets lock this place down."

Wis 6: 1d6 ⇒ 6 Closed!

HAHA! One in a million! I originally posted that we got some free recharged items from the when closed power, but I checked the rest of the cards at the location and guess who is here?

Reiko must have disabled enough of the traps to get Black Fang's attention. Uh oh.

Black Fang should now be the only card at the still open Desecrated Vault

Reset hand, reveal Blue star to increase hand size. End turn.

Reiko wrote:

Hand: Noxious Bomb, Rochin, Longbow, Blue Star, Firesticks, Bronzed Leather,

Displayed:
Deck: 4 Discard: 5 Buried: 0
Notes: Willing to discard longbow to add 1d4 to any combat check NOT AT my location (Vault), Or Use blue star to add 1d6 and poison to a combat check AT my location.

Skills and Powers:
SKILLS

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

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

Liberty's Edge

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

The acid trap started bubbling furiously but gently pouring the potion into it neutralized it. Both Reiko and I are able to hear the hesvy breathing of the dragon nearby.

I then start to take off the medallion and whisper, you could use this if wish.

Recharged potion of glibness for reroll.

Meliski wrote:

Hand: Sihedron Medallion, Armor of the Sands, zCape of Escape, Harsk's Quarterstaff

Displayed:
Deck: 12 Discard: 4 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
, Sihedron Medallion
Be sure to confirm before using card Sihedron Medallion and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Spellbound, Codex, Burgler, Cure, Inflict, Lightning Touch Recharged: Arcane Armor, zCure 2, zGlibness, Dilettante, Fox, Potion of Glibness
Discard Pile:
1 BotG, z4 BotG, 2 BotG, 3 BotG
Buried Pile:

Grand Lodge

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

Post Hand after Recharged Hand Crossbow

HARSK wrote:

Hand: Arquebus, Blood Periapt, Light Crossbow

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

Skills and Powers:
SKILLS

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

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

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


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

Grand Lodge

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

Blessing Deck - Blessing of Sarenrae

I stay in the Treacherous Cave and reveal Card 1, it is a Mace.

After I help out Reiko with a Crab and I know she is good, I come up to a Mace. I pick it up to see if it is anything special.

I will roll Strength to to Acquire Mace.

Acquire Mace - Strength DC 4: 1d6 ⇒ 2 - FAIL

It is nothing I will need at this time, I place it down and carefully take a look ahead, and I notice a strange Shadow and get a not good feeling from it.

I use my power to reveal card 2 and it is a Shadow Combat 13, I discard the Blood Periapt, I reset my hand to 5 and end my turn.

HARSK wrote:

Hand: Arquebus, Light Crossbow, Chakram, Blessing of the Gods 1, Blessing of the Gods 2

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

Skills and Powers:
SKILLS

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

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

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


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

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 17, Harsk/TheGreatNateO

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

Spoiler:
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.

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

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

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

Spoiler:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

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.

Weapons
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 roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

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

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; 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:
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:
Dart
Weapon B
Traits:
Basic
Dart
Piercing
Ranged To Acquire:
Dexterity~Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.~If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Spells
Spoiler:
Invisibility
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster.~Discard this card to succeed at your Stealth check.~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:
Find Traps
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom~Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~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:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal 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:
Shield of Fire Resistance
Armor 1
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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

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

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

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

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 to shuffle 1d4 random cards from his discard pile into his deck.

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

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

Allies
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 with the Magic trait.

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

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

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

Blessings
Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

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

Spoiler:
Blessing of 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 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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 13

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 3
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 4
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 5
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Strength check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

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: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Nettlemaze 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.

Nettlemaze Card 2:
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 3:
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 4:
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.

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.

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

Treacherous Cave
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: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

Treacherous Cave Card 1 (Mace):
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave 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.

Treacherous Cave 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.

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

Treacherous Cave Card 5:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 8:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 9:
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.

Treacherous Cave Card 10:
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.
Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Reiko/eddiephlash, None

Desecrated Vault Card 1:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

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

The Exchange

random monsters

random monster 1:

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

random monster 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.

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 18, Radillo/Jake_Bloom

Random Cards:

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

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

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.

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

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

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

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

Spoiler:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

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:
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.

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

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

Spells
Spoiler:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

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

Spoiler:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.~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:
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.~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:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

Spoiler:
Potion of 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.

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

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

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

Spoiler:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma~Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution~Fortitude 6
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
"Every beastie has a taste, ~Whether raw or stewed to paste!~If a beastie bites your hide, ~Climb up top and take a ride!" - Goblin hunting song.
Spoiler:
Blessings Deck Card 2
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 3
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Charisma check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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.

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: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Nettlemaze 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.

Nettlemaze Card 2:
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 3:
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 4:
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.

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.

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

Treacherous Cave
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: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

Treacherous Cave Card 1 (Mace):
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave 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.

Treacherous Cave 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.

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

Treacherous Cave Card 5:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 6:
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.

Treacherous Cave Card 7:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 8:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 9:
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.

Treacherous Cave Card 10:
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.
Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Reiko/eddiephlash, None

Desecrated Vault Card 1:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

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


I continue to explore the Nettlemaze.

I come across a Tickwood Boar. Before I can move it charges me.

Wisdom Check DC 8: 1d4 + 0 ⇒ (3) + 0 = 3

The Boar will have its DC upped by 2

I ready Force Missile and let it fly towards the boar.

Force Missile DC 10: 2d4 + 1d10 + 4 ⇒ (3, 2) + (6) + 4 = 15

The boar wails as its life leaves its body...

using my power to move Lightning Touch to the top.
Attempt to recharge Force Missile 2.

Recharge Spell DC 6: 1d10 + 4 ⇒ (3) + 4 = 7

Discard all cards except Magic Weapon.
Draw cards and end turn.

Radillo wrote:

Hand: Lightning Touch, Blessing of the Gods 3, Blessing of the Gods 2, Augury, Fox, Magic Weapon

Displayed:
Deck: 4 Discard: 5 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
Magic Weapon, Fox, Blessing of the Gods 2, Blessing of the Gods 3
Be sure to confirm before using card Blessing of the Gods 3 and beyond

Skills and Powers:
SKILLS

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

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

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


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

Note: I noticed I had not recharged Eye Patch from my last turn. I fixed it before I went and replace it with Sage which I then discarded at the end.

Liberty's Edge

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

Turn 19 Blessing of Zarongel is on top. I hand Medallion to Reiko and then head over to Harsk and Treachorous cave. I then explore bottom card #10 which is Elven Breastplate.

I try to hand over my Medallion to the ninja but she feigns indifference. I shrug and leave it on a nearby table. Use it if you want, otherwise ah will claim it later...good luck with Blackfang...
I never thought I would use this magical cape to ENTER the treacherous caves...

I clutch the clasp of the cape and disappear finding myself very close to where Harsk is at in the cave.
Ya better believe I am going to avoid that shadow..I think I will check the other way.

The other way isn't much better..it looks like to be the lair of Blackfang himself...on a pile of treasure is a desiccated corpse wearing fine Elven plate. How am ah gonna git that out of here I wonder?

Using blessing for armor.

After looking at the armor and at Harsk...I shrug, pull out a rope, and see if I can safely retrieve it after saying a prayer to Torag.

Constitution Check DC 7 with Blessing: 2d6 + 0 ⇒ (5, 4) + 0 = 9

The rope succeeds to get it safely! Ah think it is time to get ready for Blackfang.

Discard Armor of Sands Elven Breastplate and Quarterstaff reset hand and end turn

Meliski wrote:

Hand: Cure, Burgler, Inflict, Codex, Blessing of the Spellbound

Displayed:
Deck: 7 Discard: 9 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:
"
Codex, Burgler, Blessing of the Spellbound, Cure
Be sure to confirm before using card Cure and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}:Lightning Touch Recharged: Arcane Armor, zCure 2, zGlibness, Dilettante, Fox, Potion of Glibness
Discard Pile:
1 BotG, z4 BotG, 2 BotG, 3 BotG, Sihedron Medallion, Harsk's Quarterstaff, zCape of Escape, Armor of the Sands, zElven Breastplate
Buried Pile:

Grand Lodge

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

Will atempt to Temporary close the Treacherous Cave with Survival, I will use the Fox from Radillo and one of my BotG.

After talking with Meliski I now know the end of the Black Fang is near, I try and make sure that the Treacherous Cave is nowhere he can hide.

Temp Close Treacherous Cave - Survival DC 7: 2d6 + 1d4 + 1 ⇒ (3, 6) + (3) + 1 = 13 - Succeed

I have blocked off the Cave Black Fang will not be able to run here, not it is up to Radillo to make sure he has no place to run too.

Temp close was successful, Radillo turn to temp close.

HARSK wrote:

Hand: Arquebus, Light Crossbow, Chakram

Displayed: Gambeson
Deck: 8 Discard: 4 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Light Crossbow, Chakram,
Be sure to confirm before using card and beyond

Skills and Powers:
SKILLS

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

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

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


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

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
After you discard cards as Acid or Poison damage, bury a card from your deck.
Additional Rules: random monsters

random monster 1:

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

random monster 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.

Villain:

Black Fang:

Villain B
Type: Monster
Traits: Dragon
To Defeat: Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Henchmen:

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.

Turn: 20, Reiko/eddiephlash

Random Cards:

Monsters
Spoiler:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

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

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

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.

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

Spoiler:
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:
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:
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:
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.

Weapons
Spoiler:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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:
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.

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; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spells
Spoiler:
Strength
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
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:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

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

Spoiler:
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 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.

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

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

Spoiler:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

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

Spoiler:
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:
Aldern Foxglove
Ally 1
Traits:
Human
Noble To Acquire:
Charisma~Diplomacy 4
Banish this card to reduce damage dealt to a character at your location by 3.~Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Blessings
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.

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.

Top of Blessing Discard Pile:

Blessing of Lamashtu:
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.

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of 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.

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: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Nettlemaze Card 1:
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 2:
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 3:
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.

Nettlemaze Card 4:
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.

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

Treacherous Cave
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: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, None

Treacherous Cave Card 1 (Shadow):
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

Treacherous Cave Card 4:
Trapped Locker
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity~Disable 9
OR Strength~Melee 11
If defeated, add 1 random armor from the box to your hand.~If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Treacherous Cave Card 5:
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.

Treacherous Cave Card 6:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

Treacherous Cave Card 7:
Tome of Knowledge
Item B
Traits:
Book
Elite
Magic To Acquire:
Intelligence~Knowledge 5
Reveal this card to add 1d6 to your Knowledge check.~Recharge this card to succeed at your Knowledge check.

Treacherous Cave Card 8:
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.
Deeper Dungeons
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

Desecrated Vault Card 1:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

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


Recharge Fox

I attempt to temp close Nettlemaze.

I encounter a Skeleton and use Lightning Touch on it.

Lightning Touch Spell DC 8: 2d4 + 1d10 + 4 ⇒ (1, 1) + (4) + 4 = 10

Nettlemaze is secured...

Attempt to recharge Lightning Touch

Recharge Spell DC 6: 1d10 + 4 ⇒ (3) + 4 = 7

Radillo wrote:

Hand: Blessing of the Gods 3, Blessing of the Gods 2, Augury, Magic Weapon

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

"
Magic Weapon, Blessing of the Gods 2, Blessing of the Gods 3
Be sure to confirm before using card Blessing of the Gods 3 and beyond

Skills and Powers:
SKILLS

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

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

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


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


Human Saboteur Ninja, Tier 6, Deck Handler

All right, let's do this thing! Reiko thanks Meliski for the medallion, and turns to face the dragon.

Auto fail BYA con/fort check, so roll for damage

Acid breath damage: 1d4 - 1 ⇒ (1) - 1 = 0

Reiko manages to roll out of the way of the dragon's breath. She then proceeds to throw everything she has at the foul beast.

Reveal and discard rochin to roll acro skill + 2 d6. Use power revealing Noxious bomb to add 1d6. Bury Blue star to add 1d6. Use a blessing from Meliski, as well as magic weapon. A Recharge from Harsk, as well as his Light Crossbow adds another 2d4. There might be more, but that should be enough.

Combat 12: 2d10 + 3 + 3d6 + 2d4 ⇒ (5, 4) + 3 + (5, 5, 3) + (3, 4) = 32

The dragon roars in pain as repeated poisonous stabs pierce its scales. The pathfinders are once again victorious!

The Exchange

Cards obtained during scenario:

Archer (Ally B)
Elven Breastplate (Armor 1)
Blessing of the Gods (Blessing B)
Bracers of Protection (Item B)
Cape of Escape (Item B)
Cure (Spell B)
Glibness (Spell B)
Shortbow (Weapon B)
Longbow (Weapon B)

Reward:
The party draws one of each type of boon other than loot from the game box.

Updated:

Archer (Ally B)
Guide (Ally B)
Wooden Shield (Armor B)
Elven Breastplate (Armor 1)
Blessing of the Gods (Blessing B)
Blessing of the Gods (Blessing B)
Bracers of Protection (Item B)
Staff of Minor Healing (Item 1)
Cape of Escape (Item B)
Invisibility (Spell B)
Cure (Spell B)
Glibness (Spell B)
Shortbow (Weapon B)
Glaive (Weapon B)
Longbow (Weapon B)

Liberty's Edge

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


Power Feat: may shuffle the location deck after exploring bottom card
Deck Upgrade: Arcane Armor->Fire Snake

Will be using Medallion again unless contested.

Meliski wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: 1 BotG 2 BotG 3 BotG Blessing of the Spellbound Armor of the Sands Potion of Glibness Codex Burgler Fox Dilettante Cure Inflict Lightning Touch Fire Snake Sihedron Medallion Recharged:
Discard Pile:

Buried Pile:


Power Feat: or add it to your hand

When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell , you may put it on top of your deck or add it to your hand.

Deck Upgrade: I would like the item. If I win it I will take Sapphire of Intelligence. If not I will swap out a blessing for Blessing Of Pharasma

Item roll: 1d1000 ⇒ 431

Radillo wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"

Skills and Powers:
SKILLS

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

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

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


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

Buried Pile:


Updated with Sapphire Of Int

Radillo wrote:

Hand:

Displayed:
Deck: 15 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1, Blessing of the Gods 2, Blessing of the Gods 3, Sapphire Of Intelligence , Eye Patch, Sage, Fox, Jinx Eater, Sleep, Detect magic, Magic Weapon, Lightning Touch, Force Missile 1, Force Missile 2, Augury Recharged:
Discard Pile:

Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

I think Item B is now uncontested, so I'll pick that up, trading away my compass for an alchemist's kit. Also picking back up the Call potion as my spell.

Power feat: If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)

The Exchange

2-1C Small Town Politics

I thought you said you were heroes.”
The words of Mayor Deverin sting in your ears. After you
were set upon by mutated goblins, you volunteered to help
the town of Sandpoint with its cattle mutilation problem. The
trail led to the young dragon Black Fang, whom you beat to
within an inch of its life. Unfortunately, you really should have
gone that extra inch.
“We went from having a dragon attack our cows to having a
dragon swear to destroy our entire town. I don’t think there’s a
farmer here who wouldn’t trade Old Bossie for the survival of
Sandpoint. How do you explain this failure?”
You have very little explanation. You could not follow the
wounded dragon out the skylight of its cave, and now it is free
to hunt again.
“You will find no allies here,” the mayor says. “We are revoking
your privileges at the Rusty Dragon, and expect you to be gone
by dawn.”
So dismissed, you hope this is not the final judgment you will
receive in Sandpoint. There are a dozen members on the town
council, and perhaps you can find some solace at the doors of one
or two of them. Either way, with nowhere to stay, you will have to
try to find friends in high places.

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
The difficulty of checks to acquire allies is increased by 5. When
you encounter an ally, you may bury any number of cards; for each
card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.

Turn: 0, Reiko/eddiephlash

Random Cards:

Monsters
Spoiler:
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.

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

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

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

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:
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.

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 roll your Dexterity or Ranged die + 1d10.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

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

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

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

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:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

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

Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

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

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal 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:
Chain Mail
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution~Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

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

Items
Spoiler:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

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

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

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

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

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 with the Magic trait.

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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.

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: 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 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 6
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of 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 9
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.~Discard this card to add 2 dice to a Dexterity-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 15
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 16
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Bury this card to add 2 dice to a check to defeat a monster.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 23
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 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 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 26
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 27
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 28
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 29
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 30
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.

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None

General Store Card 1:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

General Store Card 2:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

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

General Store Card 4:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

General Store Card 5:
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.

General Store Card 6:
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.

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

General Store Card 8:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 9:
Holy Candle
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None

The Rusty Dragon Card 1:
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.

The Rusty Dragon Card 2:
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.

The Rusty Dragon Card 3:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

The Rusty Dragon Card 4:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

The Rusty Dragon Card 5:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

The Rusty Dragon Card 6:
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.

The Rusty Dragon Card 7:
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.

The Rusty Dragon Card 8:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

The Rusty Dragon Card 9:
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.

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

Town Square Card 3:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Town Square Card 4:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Town Square Card 5:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Town Square Card 6:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Town Square 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.

Town Square Card 8:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Town Square Card 9:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire 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.

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

Glassworks Card 2:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

Glassworks Card 3:
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.

Glassworks Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Glassworks Card 5:
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.

Glassworks Card 6:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Glassworks Card 7:
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.

Glassworks Card 8:
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.

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

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

Waterfront Card 3:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Waterfront Card 4:
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.

Waterfront Card 5:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

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

Waterfront Card 7:
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 with the Magic trait.

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

Waterfront Card 9:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.
Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 0
Located/Displayed Here: None

Temple Card 1:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Temple 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.

Temple Card 3:
Mirror Image
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence~Arcane 6
If you are dealt damage by a monster during your turn, you may discard this card to roll 1d4, and on a result other than 1, reduce the damage to 0. Roll agin for each additional source of damgae for the rest 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.

Temple 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.

Temple 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.

Temple Card 6:
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.

Temple 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.

Temple Card 8:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Temple 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.

Liberty's Edge

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

Meliski will start at temple. Recommendation is for Harsk, Radillo, and Meliski to start at Temple and Reiko can start somewhere else. Harsk can then head out when ready and Meliski will likely go to glassworks after Temple is clear if Reiko is not there.

Choosing armor as favored card type

Why those ungrateful louts! I can't imagine that dragon will want to stay after we make another appearance.

Meliski wrote:

Hand: Inflict, Blessing of the Spellbound, Potion of Glibness, Armor of the Sands, Lightning Touch

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

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: 1 BotG 2 BotG 3 BotG Codex Burgler Fox Dilettante Cure Fire Snake Sihedron Medallion Recharged:
Discard Pile:

Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko will start at the General Store

Reiko wrote:

Hand: Silver Balladeer, Bot Quartermaster 1, Bronzed Leather, Blue Star, Boomerang,

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

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([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

Harsk will start in Temple

What the What!!!! Man they asked we did are best maybe the Dragon should eat them all. I need to go to the Temple and pray and cool down.

Harsk wrote:

Hand: Crow, Light Crossbow, Chakram, Blessing of the Samurai 2, Hand Crossbow

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

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1 Blessing of the Gods 2 Blessing of Erastil Blessing of the Samurai 1 Wolfhide Armor Blood Periapt Flight Arrows Conch Shell Arquebus Quarterstaff Recharged:
Discard Pile:

Buried Pile:


Some nerve of the Mayor. I will head to the temple too and meet up with some of my associates.

Radillo wrote:

Hand: Eye Patch, Jinx Eater, Fox, Blessing of the Gods 1, Lightning Touch, Sage

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

"
Blessing of the Gods 1, Fox

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 2, Blessing of the Gods 3, Sapphire Of Intelligence , Sleep, Detect magic, Magic Weapon, Force Missile 1, Force Missile 2, Augury Recharged:
Discard Pile:

Buried Pile:

Grand Lodge

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

Blessing Deck - Blessing of the Gods

I start in the Temple and reveal Card 1, it is Detect Magic Spell, will roll Wisdom to acquire.

As I enter the Temple to meetup with Radillo and Meliski I spot a scroll on the floor, I try and pick it up.

Wisdom DC 2: 1d6 ⇒ 4

I am able to understand it some what, so I put it my pack, then I take a seat and look around while I wait for the others.

I will discard my Blessing of the Samurai to reveal Card 2, it is a Blessing of the Gods and I automatically acquire it. I will discard the Blessing of the Gods and reveal Card 3, it is Mirror Image spell, will roll Intelligence with a 1d4 form Radillo.

As I wait for the others I fell blessed and notice something strange in one of the song books, I have a look at it.

Acquire Mirror Image Spell DC 6: 1d6 + 1d4 ⇒ (4) + (4) = 8

It is another spell that I can understand, this place is strange,me understanding spells, that is crazy. I lower my head a wait and ponder.

I use my Crow to reveal at the top card which is Card 4, it is a Blessing of the Gods, I automatically acquire it and discard it to reveal Card 5, it is a Blessing of the Gods, I automatically acquire it, and discard it to reveal Card 6, it is a Wand of Shield, I auto fail.

As I ponder I kick a stick under the seats.

I reset my hand to 5 and end my turn

Grand Lodge

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

Hand: Light Crossbow, Chakram, Hand Crossbow, Detect Magic , Mirror Image

Displayed:
Deck: 10 Discard: 5 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Light Crossbow
Be sure to confirm before using card Light Crossbow and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1 Blessing of the Gods 2 Blessing of Erastil Blessing of the Samurai 1 Wolfhide Armor Blood Periapt Flight Arrows Conch Shell Arquebus Quarterstaff Recharged:
Discard Pile:
Crow, Blessing of the Samurai 2, Blessing of the Gods 3, Blessing of the Gods 4, Blessing of the Gods 5
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
The difficulty of checks to acquire allies is increased by 5. When
you encounter an ally, you may bury any number of cards; for each
card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.

Turn: 2, Radillo/Jake_Bloom

Random Cards:

Monsters
Spoiler:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

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

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

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

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

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

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.

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

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

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:
Dogslicer
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

Spells
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:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Enfeeble
Spell 1
Traits:
Arcane
Attack
Magic
Mental To Acquire:
Intelligence~Arcane 6
Discard this card to evade a monster; return it to the top of the deck.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Shield of Fire Resistance
Armor 1
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 reduce Combat or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

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

Spoiler:
Elven Chain Shirt
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal 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:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution~Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.~If you played a weapons with the 2-Handed trait on this check, you may not play this card.

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

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

Spoiler:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

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

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

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

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

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

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

Spoiler:
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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.

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

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: 28

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 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 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 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 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 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 8
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 9
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 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 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 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 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 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 25
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 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 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 28
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.

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

General Store Card 1:
Traitor
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11
Before the encounter, discard a random ally from your hand.

General Store Card 2:
Mace
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d8; you may additionally discard this card to add another 1d4.

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

General Store Card 4:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

General Store Card 5:
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.

General Store Card 6:
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.

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

General Store Card 8:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 9:
Holy Candle
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom~Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None

The Rusty Dragon Card 1:
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.

The Rusty Dragon Card 2:
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.

The Rusty Dragon Card 3:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

The Rusty Dragon Card 4:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

The Rusty Dragon Card 5:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

The Rusty Dragon Card 6:
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.

The Rusty Dragon Card 7:
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.

The Rusty Dragon Card 8:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

The Rusty Dragon Card 9:
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.

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

Town Square Card 3:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Town Square Card 4:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Town Square Card 5:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Town Square Card 6:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Town Square 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.

Town Square Card 8:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Town Square Card 9:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire 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.

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

Glassworks Card 2:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

Glassworks Card 3:
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.

Glassworks Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Glassworks Card 5:
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.

Glassworks Card 6:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Glassworks Card 7:
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.

Glassworks Card 8:
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.

Glassworks Card 9:
Yeth Hound
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

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

Waterfront Card 3:
Shadow
Monster B
Traits:
Incorporeal
Undead
To Defeat:
Combat 13
The Shadow is immune to the Mental and Poison traits.~If the check to defeat does not have the Magic trait, the Shadow is undefeated.~When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Waterfront Card 4:
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.

Waterfront Card 5:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

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

Waterfront Card 7:
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 with the Magic trait.

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

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

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Radillo/Jake_Bloom, None

Temple Card 1:
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.

Temple Card 2:
Shortbow
Weapon B
Traits:
2-Handed
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to roll your Dexterity or Ranged die +1d6.~If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Temple 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.


Does not seem like there is much left to prayer about. I am going to head to the Waterfront and see what I can find over there.

Over by the docks I find a bottle with a paper rolled up inside. Once I get the paper out I can see that it is a Treasure Map !. I wonder what I will find if I follow it.

Intelligence Check DC6: 1d10 + 1 ⇒ (3) + 1 = 4

This map is too confusing. I toss it away seeing how I have wasted enough time with it.
At the same time a friend of mine the Jinx Eater happens to come along.
Our friends seem few lately so after talking for a bit we decide to explore some more around the water front.

Play Jinx Eater. Add 1 to combat check if there is one

We find an old chest in an abandoned warehouse. In it is a Tome of Knowledge. Being the smarter of the 2 I decide that I will try to read it and see if I can gleam anything from its text.

Intelligence Check DC 5: 1d10 + 1 ⇒ (5) + 1 = 6

There seems to be a lot of great information about things around here so I decide to keep it for future use. I will let the others know I have it in case it may be of greater to use to them.

end my turn

Radillo wrote:

Hand: Eye Patch, zTome of Knowledge, Fox, Blessing of the Gods 1, Lightning Touch, Sage

Displayed:
Deck: 9 Discard: 1 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
Blessing of the Gods 1, Fox

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 2, Blessing of the Gods 3, Sapphire Of Intelligence , Sleep, Detect magic, Magic Weapon, Force Missile 1, Force Missile 2, Augury Recharged:
Discard Pile:
Jinx Eater
Buried Pile:

Liberty's Edge

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

Turn 3 - Blessing of Shelyn is on Top. Explore bottom card for first explore and encounter BotG. Use BotG to explore top card - Shock Longbow - unable to acquire so use Blessing of Spellbound to explore again and find Short bow

Looks like Harsk has asked what few people here that will help us. I did manage to talk to one helpful priest and with his help he showed me to a weapon they have. Since I am not good with bows, I showed him my magical skill and he shows me a shortbow which is easier to pull and will be better for my skill.
Harsk, ya 'ave any pointers on using this thing?

Dexterity Check DC3: 1d6 + 0 ⇒ (4) + 0 = 4

Close Temple, reset hand and end turn

Meliski wrote:

Hand: Inflict, zShortbow, Potion of Glibness, Armor of the Sands, Lightning Touch

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

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: 1 BotG 2 BotG 3 BotG Codex Burgler Fox Dilettante Cure Fire Snake Sihedron Medallion Recharged:
Discard Pile:
zBotG 1, Blessing of the Spellbound
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Upset over the news that the team was shunned by the Mayor, Reiko decides to go shopping with her bard friend.

Explore card 1: Traitor. Discard Silver Balladeer. Reveal Boomerang, and blue star for power.

The bard sees Reiko looking over a nice tunic and grabs it, running out of the shop. "Give that back!" Reiko shouts as she tosses a boomerang after her.

Combat 11: 1d10 + 3 + 1d4 + 1d6 ⇒ (6) + 3 + (1) + (4) = 14

The bard collapses, and Reiko goes back inside to continue shopping.

Reveal Boomerang to explore card 2 due to location power: Mace

Reiko sees a stick for sale that less dextrous adventurers might find useful.

str 4: 1d6 ⇒ 1

...but she passes on it.

Discard botQ to explore card 3: Father Zantus. Bury boomerang and bronzed leather for scenario power to add +5 each

Just then, the local cleric walks in. "Oh hello there father. No, I don't know what happened to the bard." Reiko stashes her boomerang. "Perhaps some light armor would have helped her avoid getting so easily hurt in the future?" she says as she offers a glimpse at her armor under her gi.

Cha 7 + 5 = 12: 1d8 + 10 ⇒ (1) + 10 = 11

The cleric is unimpressed by Reiko's attempts to appease himm so she quickly ducks behind another row of items in the store.

reveal blue star to explore card 4: Hill Giant. Evade.

Just then, a giant crashes through the side of the building, scattering everything. "I shouldn't have dropped that boomerang" Reiko mutters, as she escapes through what remains of the back of the store.

Reset hand, revealing blue star to increase hand size, end turn.

Reiko wrote:

Hand: Blue Star, Quartermaster, Sai, Noxious Bomb, Firesticks, Call Potion,

Displayed:
Deck: 5 Discard: 2 Buried: 2
Notes: Blue star can add 1d6 and poison to combat at my location

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([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

Blessing Deck - Blessing of Shelyn

I Give Meliski the Detect Magic Card

As I have done as much as I can here in the Temple I give Meliski the Detect Magic scroll I found and head out to the Town Square and see if I can get a better feel from the people of the town.

I move to Town Square and reveal Card 1, and find a Burglar

I enter the Town Square and notice a squarely guy and ask him a few questions and to to explain what is going on.

I bury zMirror Image spell and my Hand Crossbow to add a + 10 to the check, I will roll Dexterity for the check

Acquire Burglar 7+5 - Dexterity DC 12: 1d10 + 1 + 10 ⇒ (3) + 1 + 10 = 14

So in talking with him I notice I may be able to bribe him a little. I show him the Mirror Image spell and the Hand Crossbow and let him know that can be his if he spreads the good word about us helping this town. He agrees and we both decide to see if there are other that my join us. I take a scan of the crowd to see if I notice anything that may help.

I use my power to look at Card 2 at the Town Square, it is a Ally Troubadour - Dexterity~Acrobatics 7 OR Charisma~Diplomacy 6

I reset my hand to 5 and end my turn

Harsk wrote:

Hand: Light Crossbow, Chakram, zBurglar, Blood Periapt, Blessing of the Gods 2

Displayed:
Deck: 8 Discard: 5 Buried: 2
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Blessing of the Gods 2, Blood Periapt
Be sure to confirm before using card Blessing of the Gods 2 and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1 Blessing of Erastil Blessing of the Samurai 1 Wolfhide Armor Flight Arrows Conch Shell Arquebus Quarterstaff Recharged:
Discard Pile:
Crow, Blessing of the Samurai 2, zBlessing of the Gods 3, zBlessing of the Gods 4, zBlessing of the Gods 5
Buried Pile:
Hand Crossbow, zMirror Image

The Exchange

During This Adventure:

During This Scenario: Scenario Rules:
The difficulty of checks to acquire allies is increased by 5. When
you encounter an ally, you may bury any number of cards; for each
card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.

Turn: 6, Radillo/Jake_Bloom

Random Cards:

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

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

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

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

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

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

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

Spoiler:
Locked Passage
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity~Disable 8
OR Strength~Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

Weapons
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:
Returning Throwing Axe +1
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity~Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally recharge this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Spoiler:
Longsword
Weapon B
Traits:
Basic
Melee
Slashing
Sword To Acquire:
Strength~Melee 6
For your combat check, reveal this card to 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.

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

Spells
Spoiler:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce Combat damage dealt to you by 2.~If you do not have the Arcane skill, banish this card.~Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spoiler:
Speed
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 6
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. ~If you do not have the Arcane or Divine skill, banish it.~Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to examine the top card of your location deck. If the card is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

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

Spoiler:
Cure
Spell B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom~Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.~If you do not have the Divine skill, banish this card.~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:
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 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:
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.

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

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 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:
Token of Remembrance
Item B
Traits:
Arcane
Divine
Magic
Object To Acquire:
Intelligence~Arcane~Wisdom~Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

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 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 3
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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 7
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 8
Blessing of 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 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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check when playing a spell.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 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 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 17
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 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 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 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 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 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 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 24
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.

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None

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

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

General Store Card 3:
Potion of Energy Resistance
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence~Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 4:
Hill Giant
Monster B
Traits:
Giant
To Defeat:
Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.

General Store Card 5:
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.

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

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None

The Rusty Dragon Card 1:
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.

The Rusty Dragon Card 2:
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.

The Rusty Dragon Card 3:
Thieve's Tools
Item B
Traits:
Basic
Tool To Acquire:
Dexterity~Disable 4
Reveal this card to add 1 die to your Disable check.~Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.~Succeed at a Disable 8 check to recharge this card instead of discarding it.

The Rusty Dragon Card 4:
Archer
Ally B
Traits:
Elite
Human To Acquire:
Dexterity~Ranged 8
OR Charisma~Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.~Discard this card to explore your location.

The Rusty Dragon Card 5:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

The Rusty Dragon Card 6:
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.

The Rusty Dragon Card 7:
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.

The Rusty Dragon Card 8:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom~Survival 7
OR Charisma~Diplomacy 6
Recharge this card to add 1d10 to your Survival check.~Discard this card to explore your location.

The Rusty Dragon Card 9:
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.
Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, None

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

Town Square Card 2:
Pit of Malfeshnekor
Barrier 1
Traits:
Cache
To Defeat:
None.
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.~After the encounter, banish the Pit of Malfeshnekor.

Town Square Card 3:
Amulet of Life
Item B
Traits:
Accessory
Basic
Magic To Acquire:
Intelligence~Arcane 4
Discard this card to reduce damage dealt to you by 3.~Succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Town Square Card 4:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Town Square Card 5:
Short Sword
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength~Melee 4
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Town Square Card 6:
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.

Town Square Card 7:
Mending
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence~Arcane~Wisdom~Divine 2
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.~If you do not have either the Arcane or Divine skill, banish this card.~Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Town Square Card 8:
Scorching Ray
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence~Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Fire 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.

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: None

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

Glassworks Card 2:
Guidance
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom~Divine 2
Discard this card to add 1 to a check.~If you do not have the Divine skill, banish this card.~Succeed at a Divine 4 check to recharge this card instead of discarding it.

Glassworks Card 3:
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.

Glassworks Card 4:
Zombie
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9
The Zombie is immune to the Mental and Poison traits.~Halve the damage dealt by the Zombie (rounding up).~If undefeated, each other character at this location summons and encounters a Zombie.

Glassworks Card 5:
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.

Glassworks Card 6:
Codex
Item B
Traits:
Basic
Book To Acquire:
Intelligence~Knowledge 8
Discard this card to add 1 die to your check to acquire a boon.~Succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Glassworks Card 7:
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.

Glassworks Card 8:
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.

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

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Radillo/Jake_Bloom, None

Waterfront Card 1:
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.

Waterfront 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.

Waterfront Card 3:
Cultist
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.

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

Waterfront Card 5:
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 with the Magic trait.

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

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

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


Not heeding the bard’s advice I decide to stay and look around the waterfront some more.
I continue to explore the old warehouse. In back there is not much light and in that darkness I have come across a Shadow. I have a real tough fight on my hands.

Shadow dc 13

I use my Lightning Touch and a blessing.
Lightning Touch Spell + BotG: 2d4 + 2d10 + 4 ⇒ (3, 2) + (8, 8) + 4 = 25
The ghastly Shadow is easily dispersed forever.
I use my ability to place Lightning Touch back in my hand. Discard the BotG, draw a card which is BotG 3 and end my turn. I cannot post my hand from my iPad. I will not try this this again. Takes too long and I cannot manipulate my google sheet easily. I will post updated hand later but it is same as my last posting just with a different BotG available for anyone to use.

Liberty's Edge

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

Turn 7 BotG is on top. Move to Glassworks. Cast detect magic and discover a mace. Then Explore bottom card..Yeth hound. Lose BotG due to glassworks and then recharge armor and use lightning touch.

It will be a miracle if I leave the glassworks without breaking a mirror and getting bad luck I notice a mace near the front but since I have a bow for now and lots of spells I make a mental note and check out the back alley. A low growl means I found some trouble as a hound lunges at with a ferocious growl making me have to make a quick prayer to Magrim to stay on task.

Arcane Check DC 4: 1d10 + 2 ⇒ (8) + 2 = 10

Detect Magic is Recharged. Now rolling DC 6 Wisdom

Wisdom Check DC 6 : 1d6 + 0 ⇒ (2) + 0 = 2
discard BotG. Recharge armor for additional 1d4. Then recharge shortbow for reroll of d10. I then choose not to roll recharge.

Lightning Touch Spell: 1d4 + 2d4 + 1d10 + 2 ⇒ (3) + (2, 1) + (1) + 2 = 9

Recharge Shortbow to reroll d10
Reroll d10 roll: 1d10 + 8 ⇒ (8) + 8 = 16

The hound attempts to resist the lightning so I jammed an arrow into its eye and dispatched it.

Reset hand and end turn

Meliski wrote:

Hand: Inflict, Fox, Potion of Glibness, Cure, Fire Snake

Displayed:
Deck: 9 Discard: 4 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Fox, Potion of Glibness, Cure
Be sure to confirm before using card Potion of Glibness and beyond

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: 1 BotG 2 BotG Codex Burgler Dilettante Sihedron Medallion Recharged: zDetect Magic, Armor of the Sands, zShortbow
Discard Pile:
zBotG 1, Blessing of the Spellbound, 3 BotG, Lightning Touch
Buried Pile:


Fixing my Hand.
I had to roll to recharge Lightning Touch

Arcane Check DC 6: 1d10 + 4 ⇒ (8) + 4 = 12

Recharged. Drawing another card to replace It and discarding Fox and Sage..
I drew Magic Weapon, Sleep and Detect Magic. Sorry for the confusion. I really need to play with the cards in front of me.
Updated status

Radillo wrote:

Hand: Eye Patch, zTome of Knowledge, Sleep, Blessing of the Gods 3, Magic Weapon, Detect Magic

Displayed:
Deck: 6 Discard: 4 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
Blessing of the Gods 3, Magic Weapon

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 2, Sapphire Of Intelligence , Force Missile 1, Force Missile 2, Augury Recharged: Lightning Touch
Discard Pile:
Jinx Eater, Blessing of the Gods 1, Sage, Fox
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Safely in the back of the store, Reiko recomposes herself. She casts call potion to gather the items necessary for an alchemy kit so she can better handle the mess inside the store.
banish Call Potion to draw Alchemist's kit. Display Alchemist's kit. Explore General store card 1: Holy Candle. Auto fail wis 10 check with a d6. Discard Quartermaster to explore card 2: Short sword.

Reiko heads back inside, stepping over a candle that lies in the debris. She sees a glint of a blade.

Str 4: 1d6 ⇒ 1 fail

..but notices it is a sword, not a dagger, so she moves onward.

Reset hand, end turn.

Reiko wrote:

Hand: Blue Star, Sai, Noxious Bomb, Firesticks, Bot Quartermaster 2, Blowgun,

Displayed: Alchemist's Kit,
Deck: 2 Discard: 3 Buried: 2
Notes: I'm ready for combat, but could maybe use some healing if anybody has some.

Skills and Powers:
SKILLS

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

Favored Card: Card that has the poison trait or weapon
Hand Size 5
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([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

Blessing Deck - Blessing of Calistria

I stay in the Town Square and reveal Card 1, it is a Troubadour

As I and my new friend round the corner we see one of his friends an Halfling, we go talk to him to bring him on our side.

I will discard my BotG and mirror the top of the Blessing discard to give me 2d10 for my roll to acquire the Troubadour

Acquire Troubadour 7+5 - DC Dexterity 12: 3d10 + 1 ⇒ (4, 10, 8) + 1 = 23

Well the friend is more then happy to spreed the good word about the work we are doing and he takes off to do so.

I acquire the Troubadour and then discard it to reveal Card 2, it is Pit of Malfeshnekor

I we head out of the alley we hit a pit with with items in it, I take a look to see what is there. I see some items.

I reveal Card 1, 2, and 3 under the random Items, they are 2 Wand of Shield and Token of Remembrance, I will put a Wand of Shield in my hand and roll for damage.

I pickup and take a Wand of Shield and then there is a flash of fire, yep it was a trap.

Pit of Malfeshnekor fire Damage: 1d4 + 1 ⇒ (1) + 1 = 2

I discard my Blood Periapt and take no damage

Fortitude to recharge Blood Periapt DC 6: 1d10 + 2 ⇒ (6) + 2 = 8

My Blood Periapt absorbes the fire and my friend and I get out of the pit without harm, I think I have added another check for our side.

I recharge my Blood Periapt, I reset my hand to 5 and end my turn. The other 2 random items and the Pit of Malfeshnekor are banished.

Harsk wrote:

Hand: Light Crossbow, Chakram, zBurglar, zWand of Shield, Blessing of the Samurai 1

Displayed:
Deck: 8 Discard: 7 Buried: 2
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"

Skills and Powers:
SKILLS

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

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

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


Deck:
Known Top: Middle {Order is not Known}: Blessing of the Gods 1 Blessing of Erastil Wolfhide Armor Flight Arrows Conch Shell Arquebus Quarterstaff Recharged: Blood Periapt
Discard Pile:
Crow, Blessing of the Samurai 2, zBlessing of the Gods 3, zBlessing of the Gods 4, zBlessing of the Gods 5, Blessing of the Gods 2, zTroubadour
Buried Pile:
Hand Crossbow, zMirror Image

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