[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

Displaying Flight Arrows.

Harsk wrote:

Hand: Blessing of the Samurai 1, Blood Periapt, Arquebus, Surgeon

Displayed: Flight Arrows
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:
"
Blessing of the Samurai 1

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 2 Wolfhide Armor Conch Shell Chakram Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged:
Discard Pile:

Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.


Casting Augury and looking for Barriers here at the Junkbeach..
Rolling for 3 random cards. There are 12 cards left here. cards 8 and 14 are gone.
3random cards: 1d12 ⇒ 11d11 ⇒ 31d10 ⇒ 8
No barriers found but I do see there is a Dart here that can be found. So I attempt to keep Augury and then shuffle again.
Recharge Augury DC 8: 1d10 + 4 ⇒ (9) + 4 = 13
Augury is recharged and my bottom card for now
Going to explore now.
rand card with 8 already drawn: 1d12 ⇒ 11
With the luck of the gods I have found the poison trap!!
I will use my Sapphire of Intelligence.
I will use a Blessing from Reiko.
Dexterity Check: 2d10 + 0 ⇒ (1, 10) + 0 = 11
WOOT!!
Now lets se if I can close his awful trap we landed ourselves in on this beach.
If I can just make it past this trap again then...
I am using Meliski's Blessing.
Dexterity Check: 2d8 + 0 ⇒ (7, 4) + 0 = 11
The Gods are shining on me.
We have closed this place.
On closing I have come across some items...
add 1d6 random items to this location: 1d6 ⇒ 1
I thought there might have been more items but there is only this Potion of Healing that I will take.
Reset hand by drawing 2 cards and end my turn

Radillo wrote:

Hand: zPotion of Healing, Jinx Eater, Blessing of the Gods 1, Fox, Detect Magic, Force Missile 2

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

"
Fox, Blessing of the Gods 1

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 Abadar, Eye Patch, Sage, Sleep, Magic Weapon, Lightning Touch, Force Missile 1 Recharged: Blessing of Shelyn, Augury, Sapphire of Intelligence
Discard Pile:

Buried Pile:

The Exchange

Good job, Radillo!

During This Adventure:

During This Scenario: After you build location decks, put a number of Goblin Raider
henchmen equal to the number of characters on top of the Junk
Beach location deck.

All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if
you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane
instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt
1d4 Acid damage.
6. Bury a random card from your discard pile.

When you defeat a Goblin Raider, you may not attempt to close
the location it came from.

Turn: 3, Reiko/eddiephlash

Random Cards:

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

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

Spoiler:
Xulgath
Monster B
Traits:
Basic
Xulgath
To Defeat:
Combat 9
Before the encounter, put 1 card of your choice from your hand on top of your deck.

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.

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

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:
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:
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.

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

Spoiler:
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:
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:
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:
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.

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

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

Spoiler:
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.

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

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

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

Spoiler:
Elven Chain Shirt
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 6
Reveal this card to reduce Combat damage 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:
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.

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:
Mattock
Item B
Traits:
Basic
Tool To Acquire:
Strength~Melee 6
Reveal this card to add 1d8 to your noncombat Strength check.~Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

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.

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

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

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

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

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

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.

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

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

Spoiler:
Blessing of 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 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: 27

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 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 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 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 7
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 8
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 9
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 10
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 11
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 12
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 13
Blessing of 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 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 Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Dexterity check.~Discard this card to explore your location.~If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17
Blessing of 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 18
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of 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 20
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Wisdom check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22
Blessing of 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 23
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 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 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 26
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 27
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Goblin Fortress Card 1:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

Goblin Fortress 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.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

Goblin Fortress Card 9:
Ilsoari Gandethus
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence~Arcane 7
OR Charisma~Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Goblin Fortress Card 10:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Junk Beach
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Radillo/Jake_Bloom, Reiko/eddiephlash, None

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Woods Card 1:
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.

Woods 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.

Woods Card 3:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.~Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 4:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Woods Card 5:
Big Chief Wortus
Villain 1
Type: Monster
Traits:
Aristocrat
Goblin
To Defeat:
Combat 16
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.~After you act, each character at this location is dealt 1d4 Acid damage.

Woods Card 6:
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.

Woods Card 7:
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.

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

Woods Card 9:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

Woods Card 10:
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.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Guard Tower 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.

Guard Tower Card 2:
Bastard Sword +1
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower 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.

Guard Tower Card 4:
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.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower Card 7:
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.

Guard Tower 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.

Guard Tower Card 9:
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.

Guard Tower Card 10:
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.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 3 Ba: 0 W: 3 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Garrison Card 2:
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.

Garrison Card 3:
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.

Garrison Card 4:
Dagger
Weapon B
Traits:
Basic
Knife
Piercing
Ranged To Acquire:
Dexterity~Ranged 3
For your combat check, reveal this card to use your Dexterity or Ranged die + 1d4; you may additionally recharge this card to add another 1d4.~When playing another weapon, you may discard this card to add 1d4 to the combat check.

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

Garrison Card 6:
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.

Garrison Card 7:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Garrison Card 8:
Magic Leather Armor
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution~Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.~Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.~If you are proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 9:
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.

Garrison Card 10:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Farmhouse Card 2:
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.

Farmhouse Card 3:
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.

Farmhouse Card 4:
Goblin Cutpurse
Monster 1
Traits:
Basic
Goblin
Rogue
To Defeat:
Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Farmhouse Card 5:
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.

Farmhouse Card 6:
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.

Farmhouse Card 7:
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.

Farmhouse Card 8:
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.

Farmhouse Card 9:
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.

Farmhouse Card 10:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.~Before the encounter, the Enchanter deals 1 Force damage to you.~After the encounter, the Enchanter deals 1 Fire damage to you.

Liberty's Edge

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

Posting Updated Hand

Meliski wrote:

Hand: Cure, Burgler, Lightning Touch, Binder's Tome

Displayed:
Deck: 6 Discard: 3 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:
"
Burgler

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}: Fox Dilettante Inflict Fire Snake Sihedron Medallion Recharged: zPotion of Ruggedness
Discard Pile:
2 BotG, 1 BotG, Blessing of the Spellbound
Buried Pile:
Armor of the Sands, Codex


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko is itching to get away from the rest of the team, not because she doesn't like them, its just that they don't know how to keep quiet. At least Mel and Rad were able to sow up enough chaos at the beach to turn the goblin ambush back on their heads. Reiko decides to attempt infiltrating the local garrison.

Move to garrison. Encounter card 1: Flaming Mace +1. Auto fail str/melee with only a d6.

Sneaking in a side door, she sees a rack of weapons. Nothing too interesting though. Moving on.

Explore card 2: Acolyte

Cha 6: 1d8 ⇒ 7 success

She slips into the next room and sees a young prisoner of the goblins. Reiko breaks the binding and asks the acolyte where to go next. She points up the stairs.

discard BotQ to explore card 3: Ogre. Reveal and bury (recharge) rochin to roll acro + 2d6. Use power, recharge armor to add 1d6 ad poison.

At the top of the landing, a massive ogre is waiting. It must have heard Reiko speaking with the acolyte. No matter, Reiko' Rochin falls from its spot in her sleeve and she chucks it at the Ogre's neck.
Combat 14: 1d10 + 4 + 3d6 ⇒ (4) + 4 + (1, 6, 2) = 17 defeated
Acro 7 (recharge): 1d10 + 4 ⇒ (2) + 4 = 6 fail to recharge

The beast crashes to the floor. Reiko gathers her belongings for what is sure to be more trouble.

Reset hand, discarding acolyte. End turn.

Reiko wrote:

Hand: Shuriken + 1, Sacred Candle, Sai, Blue Star, Noxious Bomb,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: I will use Sacred Candle at the end of the player's turn on the first AD1 blessing discarded from the blessings deck.

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 the Gods

Moving to the Woods and Reveal Card 1, Long Sword

As the Goblins scatter I go chasing a few stragglers in to the Woods, I lose site of them. Man can they run. I notice one dropped a Long Sword, I look at it to see how nice it is.

Acquire Long Sword - Strength DC 6: 1d6 ⇒ 2 - Fail

Nope it is garbage these Goblins have no good stuff, I take a breath and listen to see what my be out there.

I use my power to look at Card 2, Goblin Warchanter, Reset hand to 5 and End my Turn

Harsk wrote:

Hand: Conch Shell, Blessing of the Samurai 1, Blood Periapt, Arquebus, Surgeon

Displayed: Flight Arrows
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 Samurai 1
Be sure to confirm before using card Blessing of the Samurai 1 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 2 Wolfhide Armor Chakram Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged:
Discard Pile:

Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Turn 5 Blessing is Lamashtu
Give Card: N / Move: Junk Beach->Woods
I explore bottom card and shuffle woods deck. Card #10 is Skeleton Horde

As I am feeling a little woozy I head over to the woods and Harsk tells me about another bard goblin there so I circle around him and find myself deep in the forest and land up near a crypt crawling with undead. I am sure Reiko can handle himself but it looks like Harsk and I have some to deal with. I splinter a nearby one with lightning while my cousin deals with one in his own way.

Lightning Touch Spell DC8: 2d4 + 1d10 + 2 ⇒ (2, 2) + (3) + 2 = 9

Recharge Spell DC 6 with Tome: 1d10 + 1d4 + 2 ⇒ (3) + (1) + 2 = 6

Lightning Touch is recharged

Grand Lodge

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

Encounter a Ancient Skeleton Henchman

So I notice Meliski enter the Woods, oh boy Skeletons!!!!

Will reveal my Aquebus and Recharge my Blessing of the Samurai

Ancient Skeleton Combat DC 8 + 3 (11): 2d10 + 1d8 + 4 ⇒ (5, 7) + (4) + 4 = 20 - Success

Arquebus Check: 1d12 ⇒ 8 - Arquebus stays in Hand

I swing around with my Arquebus and blow a skeleton away!!!

Encounter Completed

Harsk wrote:

Hand: Conch Shell, Arquebus, Blood Periapt, Surgeon

Displayed: Flight Arrows
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:
"

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 2 Wolfhide Armor Chakram Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged: Blessing of the Samurai 1
Discard Pile:

Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Meliski will then cast cure on self.

Nice shot Harsk! Ah think ah still need a rest after dealing with the riptide and hordes. I sit down and chug down the last of the ale.

Cure Spell: 1d4 + 1 ⇒ (3) + 1 = 4

Recharge Spell DC 8 with Tome: 1d10 + 1d4 + 2 ⇒ (10) + (1) + 2 = 13

Healed all cards in discard deck. Also, Reiko will use his spell to get Lamashtu blessing.

The Burgler got wounded staving off the skeletons, so I tell him to go see the surgeon.

Discard Burgler and reset hand

Meliski wrote:

Hand: Blessing of the Spellbound 1, zPotion of Ruggedness, Dilettante, 2 BotG, Binder's Tome

Displayed:
Deck: 8 Discard: 1 Buried: 2
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Do not banish Ruggedness due to AD1
"
zPotion of Ruggedness, Dilettante, Blessing of the Spellbound 1, 2 BotG

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 Blessing of the Spellbound 2 Fox Inflict Lightning Touch Fire Snake Sihedron Medallion Recharged: Cure
Discard Pile:
Burgler
Buried Pile:
Armor of the Sands, Codex

Grand Lodge

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

I Reveal my Surgeon and choose Meliski to shuffle a random card from the discard pile into his deck, I will Recharge Surgeon.

Meliski look like he need just a bit more healing, it been a tough day, I have my Surgeon have a look and him and patch him up.

Harsk wrote:

Hand: Conch Shell, Arquebus, Blood Periapt

Displayed: Flight Arrows
Deck: 11 Discard: 0 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
"
Conch Shell

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 2 Wolfhide Armor Chakram Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged: Blessing of the Samurai 1, Surgeon
Discard Pile:

Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Posting hand after surgeon heal

Meliski wrote:

Hand: Blessing of the Spellbound 1, zPotion of Ruggedness, Dilettante, 2 BotG, Binder's Tome

Displayed:
Deck: 9 Discard: 0 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:
Do not banish Ruggedness due to AD1
"
zPotion of Ruggedness, Dilettante, Blessing of the Spellbound 1, 2 BotG

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 Blessing of the Spellbound 2 Burgler Fox Cure Inflict Lightning Touch Fire Snake Sihedron Medallion Recharged:
Discard Pile:

Buried Pile:
Armor of the Sands, Codex


Turn 6 Blessing is Blessing of Calistria

I will move to the farmhouse and explore.

As I look around the loft in the old barn on a table is a spyglass. I pick it up to examine it to see if it is still working.

Wisdom Check DC 4: 1d4 + 0 ⇒ (4) + 0 = 4

It does work. I am going to scout around the old farmhouse with it.

Reiko I can see a Collapsed Ceiling up ahead. You should come and use your skills to get past it.
Then Meliski you should come here and get the Holy Candle that is just past it.

End Turn

Radillo wrote:

Hand: zPotion of Healing, Jinx Eater, Blessing of the Gods 1, Fox, Detect Magic, Force Missile 2

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

"
Fox, Blessing of the Gods 1

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 Abadar, Eye Patch, Sage, Sleep, Magic Weapon, Lightning Touch, Force Missile 1 Recharged: Blessing of Shelyn, Augury, Sapphire of Intelligence
Discard Pile:
zSpyglass
Buried Pile:

The Exchange

During This Adventure:

During This Scenario: After you build location decks, put a number of Goblin Raider
henchmen equal to the number of characters on top of the Junk
Beach location deck.

All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if
you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane
instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt
1d4 Acid damage.
6. Bury a random card from your discard pile.

When you defeat a Goblin Raider, you may not attempt to close
the location it came from.

Additional Rules: Henchmen and Villain:

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.

Big Chief Wortus:

Villain
Type: Monster
Traits: Aristocrat Goblin
To Defeat: Combat 16
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.~After you act, each character at this location is dealt 1d4 Acid damage.

Turn: 7, Reiko/eddiephlash

Random Cards:

Monsters
Spoiler:
Attic Whisperer
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10
The Attic Whisperer is immune to the Mental and Poison traits.~Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

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.

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 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.

Barriers
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:
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:
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:
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:
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.

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

Spoiler:
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:
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:
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:
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.

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.

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:
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.

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

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

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.

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

Spoiler:
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:
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.

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

Spoiler:
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.

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

Spoiler:
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.

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

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 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 3
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a noncombat Intelligence check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 4
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 5
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your 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 Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a Strength-based combat check.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10
Blessing of 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 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 13
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 14
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 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 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 18
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence~Arcane~Divine 5
Discard this card to add 1 die to a check.~Discard this card to add 2 dice to a check to recharge a card.~Discard this card to explore your location.~If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Spoiler:
Blessings Deck Card 19
Blessing of 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 20
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Spoiler:
Blessings Deck Card 21
Blessing of 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 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 the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None
If you encounter this card, you automatically acquire it.~Discard this card to add 1 die to a check.~Discard this card to explore your current location.~You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Goblin Fortress Card 1:
Hell Hound
Monster B
Traits:
Elite
Outsider
To Defeat:
Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.~After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Goblin Fortress Card 2:
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.

Goblin Fortress Card 3:
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.

Goblin Fortress Card 4:
Dogslicer +1
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.~If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

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

Goblin Fortress 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.

Goblin Fortress Card 7:
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.

Goblin Fortress Card 8:
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.

Goblin Fortress Card 9:
Ilsoari Gandethus
Ally 1
Traits:
Human
Wizard To Acquire:
Intelligence~Arcane 7
OR Charisma~Diplomacy 6
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

Goblin Fortress Card 10:
Poison Trap
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity~Disable 5
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.~If defeated, you may immediately attempt to close your location.

Junk Beach
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

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, None

Woods Card 1 (Goblin Warchanter):
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.

Woods Card 2:
Sneak
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.~Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 3:
Amulet of Fortitude
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution~Fortitude 5
Reveal this card to add 1 die to your Fortitude check.~Recharge this card to succeed at your Fortitude check.

Woods Card 4:
Big Chief Wortus
Villain 1
Type: Monster
Traits:
Aristocrat
Goblin
To Defeat:
Combat 16
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.~After you act, each character at this location is dealt 1d4 Acid damage.

Woods Card 5:
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.

Woods Card 6:
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.

Woods Card 7:
Goblin Pyro
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

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

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M: 1 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Guard Tower 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.

Guard Tower Card 2:
Bastard Sword +1
Weapon 1
Traits:
2-Handed
Magic
Melee
Slashing
Sword To Acquire:
Strength~Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower 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.

Guard Tower Card 4:
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.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower Card 7:
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.

Guard Tower 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.

Guard Tower Card 9:
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.

Guard Tower Card 10:
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.
Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M: 2 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

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

Garrison Card 2:
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.

Garrison 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.

Garrison Card 4:
Mercenary
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.

Garrison Card 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.

Garrison 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.

Garrison Card 7:
Longbow
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity~Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Farmhouse Card 1 (Collapsed Ceiling):
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.

Farmhouse Card 2 (Holy Candle):
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.

Farmhouse Card 3:
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.

Farmhouse 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.

Farmhouse Card 5:
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.

Farmhouse Card 6:
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.

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

Farmhouse 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.

Farmhouse Card 9:
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.


Human Saboteur Ninja, Tier 6, Deck Handler

Meliski's turn. Evade summoned skeleton. At the end of Meliski's turn, Bury Sacred Candle to draw Blessing of Lamashtu.

My turn, Blessing is Bo Iomedae. Explore Garrison Card 1: Dagger. Auto acquire Ranged 3 with 1d10 +3.

Reiko grabs a dagger that might have been a tooth pick for the ogre. Sure smells like it.

Discard BoLamashtu to explore card 2: Chain Mail

Con 3: 1d6 ⇒ 3

Reiko also sees a nice set of chain mail and picks it up. She stashes it to hand off to one of her teammates, or maybe sell it later.

reset hand, discarding dagger and chain mail. reveal blue star to temp. increase hand size, end turn.

Reiko wrote:

Hand: Shuriken + 1, Sai, Blue Star, Noxious Bomb, Bot Quartermaster 2, Call Potion,

Displayed:
Deck: 6 Discard: 5 Buried: 2
Notes: Feel free to use blessing, preferably on a non-combat check. Willing to bury blue star to add 1d6 and poison to a local combat check.

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 the Gods

Will roll for random Card in Woods because of shuffling from Meliski.

Random Location Card Woods: 1d8 ⇒ 5

I reveal Card 5, Holy Water.

After the confusion I start checking around and step on a glass bottle.

Acquare Holy Water DC 8: 1d6 ⇒ 5

[occ]Meliski recharges a card for re-roll.[/ooc]

Meliski looks at me and tell me watch out and look at what I'm stepping on.

Acquare Holy Water DC 8: 1d6 ⇒ 1

The bottle is destroy. But I look around the tree to see what my be lurking in the Woods.

Roll for random location card on top.

Random Location Card Woods: 1d7 ⇒ 5

Use my power to look at top of the location deck which is random, Card 6 - Battered Chest, I rest my hand to 5 and End my Turn.

Harsk wrote:

Hand: Conch Shell, Arquebus, Blood Periapt, Blessing of Erastil, Blessing of the Samurai 2

Displayed: Flight Arrows
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:
"
Conch Shell, Blessing of the Samurai 2

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 Wolfhide Armor Chakram Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged: Blessing of the Samurai 1, Surgeon
Discard Pile:

Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Turn 9 Blessing is Pharasma
Give Card: Blessing of Spellbound to Harsk / Move: styaing in Woods
I explore top card which is currently card 6 Battered Chest.

This is just like when we were growing up Harsk..you and I would go out and find things much faster than the others! Here, hold on to this as I deal with this box. Rather than poking around deeper in the woods, I direct my attention to the battered chest. I remember what Reiko taught and start smashing at the hinges rather than the lock.

Strength Check with Reiko blessing DC 8: 2d8 + 0 ⇒ (8, 3) + 0 = 111d4 ⇒ 4

The chest easily opens and out spills a bunch of items (Potion of Hiding, Boots of Elvenkind, Potion of Vision, Token of Remembrance). Harsk and I chuckle about our fortune. I owe that ninja a drink for that trick. Let's see what else we can find.

Use BotG to explore again a random card. rolled 5 which is card 7 - Goblin Pyro. Using Blessing I gave to Harsk and Radillo's blessing

Random card to explorer: 1d6 ⇒ 5

There was bound to be goblins..and this one liked fire....lots and lots of fire.
Goblin Trait: 1d6 ⇒ 2

Strength Check with 2 blessings and book: 3d8 + 1d4 ⇒ (8, 3, 1) + (2) = 14

Reroll with potion of Vision recharged: 13 + 1d8 ⇒ 13 + (6) = 19

The goblin yells something in its tongue and tries to do a fighting withdrawal in order to use its firebombs to its advantage. I tackle him to the ground long enough for Harsk to put it down but did lose a potion during the scuffle.

Discarded Potion of Hiding for 1 fire damage. Reset hand and end turn.
Remaining woods cards are random (1-4,8)

Meliski wrote:

Hand: Dilettante, zBoots of Elvenkind, Fire Snake, zToken of Remembrance, Binder's Tome

Displayed:
Deck: 10 Discard: 2 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:
"
zBoots of Elvenkind, Dilettante, zToken of Remembrance
Be sure to confirm before using card Dilettante and beyond
Sideboard cards: Blessing of the Spellbound 1;

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 Blessing of the Spellbound 2 Burgler Fox Cure Inflict Lightning Touch Sihedron Medallion Recharged: zPotion of Ruggedness, zPotion of Vision
Discard Pile:
2 BotG, zPotion of Hiding
Buried Pile:
Armor of the Sands, Codex


Human Saboteur Ninja, Tier 6, Deck Handler

Recharge botq on Mel's turn. Updating hand.

Reiko wrote:

Hand: Shuriken + 1, Sai, Blue Star, Noxious Bomb, Call Potion,

Displayed:
Deck: 7 Discard: 5 Buried: 2
Notes: Willing to bury blue star to add 1d6 and poison to a local combat check.

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.)


Blessing is Blessing of Irori

All the action seems to be be over at the woods right now. I am going to move to there.

Once I get to the woods I am going to cast Detect magic to see what is close by.

Rnd woods 1-4,8: 1d5 ⇒ 4

Watch out treasure seeking fools!!
Big Chief Wortus is just up ahead in that clearing and he looks real nasty.
You 2 are lucky I decided to come here.

Recharge Detect Magic DC 4: 1d10 + 4 ⇒ (2) + 4 = 6
Detect Magic is recharged, Draw 2 cards and end my turn.
Top Card at the woods is Big Chief Wortus Card 4.
Remaining woods cards are random (1-3,8)

Radillo wrote:

Hand: zPotion of Healing, Jinx Eater, Magic Weapon, Fox, Force Missile 1, Force Missile 2

Displayed:
Deck: 9 Discard: 2 Buried: 0
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
Fox, 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 Abadar, Eye Patch, Sage, Sleep, Lightning Touch Recharged: Blessing of Shelyn, Augury, Sapphire of Intelligence, Detect Magic
Discard Pile:
zSpyglass, Blessing of the Gods 1
Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko heads to the Farmhouse, having heard that there was a trap she could disable there.

move to Farmhouse. Explore card 1: Collapsed Ceiling. Use solo power: reveal Blue star to add 1d6

Acro 8 + 1 = 9: 1d10 + 4 + 1d6 ⇒ (6) + 4 + (5) = 15 Defeated!

No explore cards, plus I don't have a great chance of getting the candle, so reset hand, revealing blue star, end turn.

Reiko wrote:

Hand: Shuriken + 1, Sai, Blue Star, Noxious Bomb, Call Potion, Bot Quartermaster 1,

Displayed:
Deck: 6 Discard: 5 Buried: 2
Notes: Feel free to use blessing to add a die, preferably on a non-combat check. Willing to bury blue star to add 1d6 and poison to a local combat check.

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.)

The Exchange

Goblin Raider (Known):

Henchman 1
Type: Monster
Traits: Goblin
To Defeat: Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.~If defeated, you may immediately attempt to close your location.

Bandit:

Henchman B
Type: Monster
Traits: Human Bandit
To Defeat: Combat 8
Before the encounter, recharge a card of your choice from your hand.~If defeated, you may immediately attempt to close this location.

Grand Lodge

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

Turn 12 Blessings Deck Card 5: Blessing of the Gods
Give Card: None
Move: Move to Goblin Fortress and Reveal Card 1 - Hell Hound

After Radillo shows up in the Woods, he lets us know that Big Chief Wortus has setup camp here, I tell Radillo and Meliski that I will head to the Goblin Fortress and clean that out so he has no reinforcements and no place to Run. As I come up to the Goblin Fortress I look to find a quieter weapon, but I step on a twig and make a noise. Look like they have guard dogs! I do not have time to get another weapon and the Hell Hound attacks.

I will use my Arquebus and recharge my BotSamurai for Combat check.

Hell Hound Combat DC 10: 2d10 + 1d8 + 4 ⇒ (10, 10) + (8) + 4 = 32 - Defeated
Arquebus Check: 1d12 ⇒ 11 - Weapon Stays in Hand
Discard Conch Shell for 1 Fire Damage

OH BOY that was loud, I hit that Hell Hound square and it explodes in to a fire ball and disappears but I get a little burned as that happens. Well that was a lot of noise, I am sure the Fortress heard all that. I make my way inside quickly and duck into the first room I see.

I use my power to look at Goblin Fortress Card 2 - Acolyte

I notice an Acolyte tied up in the corner of the room, he does not look well.

I reset my hand to 5 and end Turn 12.

Harsk wrote:

Hand: Chakram, Arquebus, Blood Periapt, Blessing of Erastil, Blessing of the Gods 1

Displayed: Flight Arrows
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:
"

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 2 Wolfhide Armor Light Crossbow Hand Crossbow Returning Throwing Axe +1 Recharged: Blessing of the Samurai 1, Surgeon, Blessing of the Samurai 2
Discard Pile:
zHarsk Blessing of Spellbound, Conch Shell
Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Turn order is Meliski, Radillo, Reiko, Harsk
Turn 13 BotG 6
Give Card: Token of Remembrance to Radillo / Move: Woods -> Goblin Fortress
I explore Bottom card which is currently card 10 Poison Trap.

Use Fire Snake and Binders Tome for Poison Trap

Poison Trap DC5: 1d10 + 1d4 + 2 ⇒ (6) + (3) + 2 = 11

Recharge Spell DC 8: 1d10 + 2 ⇒ (8) + 2 = 10

Goblin Trait: 1d6 ⇒ 2

Goblin Raider DC 20 using Harsk blessing, Reiko Blessing,Tome: 3d8 + 1d4 ⇒ (5, 8, 7) + (4) = 24

weapons at fortress: 1d4 ⇒ 1

Aquire spiked chain. Goblin Fortress is closed. Reiko and Harsk need to discard blessing I used. Reset Hand and End Turn

Meliski wrote:

Hand: Dilettante, zBoots of Elvenkind, Fox, zSpiked Chain, Binder's Tome

Displayed:
Deck: 10 Discard: 2 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:
"
Fox, zBoots of Elvenkind, Dilettante
Be sure to confirm before using card Dilettante and beyond
Sideboard cards: Blessing of the Spellbound 1;

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 Blessing of the Spellbound 2 Burgler Cure Inflict Lightning Touch Sihedron Medallion Recharged: zPotion of Ruggedness, zPotion of Vision, Fire Snake
Discard Pile:
2 BotG, zPotion of Hiding
Buried Pile:
Armor of the Sands, Codex

Liberty's Edge

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

I wait in the woods to meet up with Radillo to hand him a token before following Harsk. I am all too familiar with the trail signs he leaves for me to follow so not worried at all.

"Yah've been busy Radillo! First assessing the situations at the farmhouse and then using your magic to find the chief. Oh, lest ah forgit, here is a magical token that may come in handy. When we get some down time, you will need to show me some more arcane tricks."

I then head over to where Harsk went..the fact he went directly to where the goblin stronghold is a little troubling. However, he was making enough of a ruckus to keep all the beady eyes on him the whole time so I can find a way I thought was unguarded by guards with only a trap. With some magic I easily bypass the poison trap by freezing the liquid and cracking it away. As I make my way into the fortress using my boots of elvenkind to stay silent, 4 raiders surround me and start to attack. Having brawled many times while carousing, I smash one in the nose with my large tome and use another one as a shield from the others. With assistance from the Ninja and my cousin, I am finally able to overpower the goblins, grab a large chain to use as a weapon and find the alchemical stores. With my knowledge of traps, I am easily able to set a bomb to go off and run out of the front gate. As I run past Harsk I say, "We need to go Cuz! No time to explain!" As we hear large explosions as we run with a contingent of 20 goblins behind us, I am pretty sure he figured out what happened.


Blessing Deck - Blessings Deck Card 7 BotG.

I will move to the Garrison and try to quietly move in to see what I can find.
Harsk, cast your Blessing to help me with this trap.

Dexterity Check DC 5: 2d8 + 0 ⇒ (1, 5) + 0 = 6

As I get past this trap I see the captain of guard. If I take him out the rest of the guards will run for sure. I will use my Fox while attacking him to give me an advantage. As I approach I trip and fumble my Force Missile. Good thing I have another to use.

discard Force Missile 1 before I encounter the Bandit henchman. Cast Force Missile 2 and use my power to move Force Missile 1 back to my hand. Discard Fox to give me 1d4 to Force missile 2 roll.

Force Missile: 2d4 + 1d10 + 4 + 1d4 ⇒ (1, 2) + (5) + 4 + (4) = 16

Recharge Force Missile 2 DC 6: 1d10 + 4 ⇒ (9) + 4 = 13

Force Missile 2 is on the bottom of my deck.
Use zPotion of Healing.

Potion Of Healing: 1d4 ⇒ 4

Only had 2 discarded cards so all discarded and all recharged cards shuffled back into my deck. Draw 2 cards and end my turn

Radillo wrote:

Hand: Sage, Jinx Eater, Magic Weapon, Blessing of Abadar, zToken of Remembrance, Force Missile 1

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

"
Blessing of Abadar, 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 1, Blessing of Shelyn, Sapphire Of Intelligence, Eye Patch, Fox, Sleep, Detect magic, Lightning Touch, Force Missile 2, Augury, zSpyglass Recharged:
Discard Pile:

Buried Pile:


Human Saboteur Ninja, Tier 6, Deck Handler

Discard blessing for Meliski's combat check. Off turn, I also banish Call Potion to draw my Alchemist's Kit, and display it.

Start of turn: blessing is botg. Explore card 1: Holy candle. Auto-fail Wis 10 with my 1d6.

Reset hand, revealing blue star to draw an extra card. End turn.

Reiko kicks over a candle as she lies in wait at the farmhouse. Hopefully her companions have the remaining goblins under control.

Reiko wrote:

Hand: Shuriken + 1, Sai, Blue Star, Noxious Bomb, Quartermaster, Blowgun,

Displayed: Alchemist's Kit,
Deck: 3 Discard: 6 Buried: 2
Notes: Willing to bury blue star to add 1d6 and poison to a local combat check.

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

Turn 16 Blessings Deck Card 9: Blessing of Gorum
Give Card: None
Move: Goblin Fortress -> Woods
Explore: Will not Explore

I will discard 2 cards and reset my hand to 5, I will end my Turn.

I will use my power to look at the top card at Woods, it is Card 4: Big Chief Wortus.

Now that we have this area under control, or at least blown up, I let Meliski know that I will regroup and ready my weapons out side Big Chief Wortus camp. I wait for the signal from the others to try and take him out.

Harsk wrote:

Hand: Wolfhide Armor, Arquebus, Blessing of the Gods 2, Returning Throwing Axe +1, Light Crossbow

Displayed: Flight Arrows
Deck: 4 Discard: 6 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 [x] +1 to a combat check by a character at another location.


Deck:
Known Top: Middle {Order is not Known}: Hand Crossbow Recharged: Blessing of the Samurai 1, Surgeon, Blessing of the Samurai 2
Discard Pile:
zHarsk Blessing of Spellbound, Conch Shell, Blessing of the Gods 1, Blessing of Erastil, Chakram, Blood Periapt
Buried Pile:

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Liberty's Edge

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

Turn order is Meliski, Radillo, Reiko, Harsk
Turn 17 Pharasma 10
Give Card: None / Move: Goblin Fortress -> Guard Tower
I explore Top card which is currently card 1 Poison Trap.

Disable Check DC5: 1d6 + 1 ⇒ (4) + 1 = 5

Attempting Strength check with Dilettante to close Guard Tower

Strength Check: 1d8 + 1d4 ⇒ (7) + (4) = 11

I banish Fox for Random Ally and it is Father Zantus. I discard all cards (4) and draw new hand of 5.

Meliski wrote:

Hand: Sihedron Medallion, Inflict, 1 BotG, Cure, Lightning Touch

Displayed:
Deck: 6 Discard: 6 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:
"
Sihedron Medallion, Inflict, Cure, 1 BotG, Lightning Touch
Be sure to confirm before using card Lightning Touch and beyond
Sideboard cards: Blessing of the Spellbound 1;

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}: Blessing of the Spellbound 2 Burgler Recharged: zPotion of Ruggedness, zPotion of Vision, Fire Snake, Dilettante
Discard Pile:
2 BotG, zPotion of Hiding, zFather Zantus, zBoots of Elvenkind, zSpiked Chain, Binder's Tome
Buried Pile:
Armor of the Sands, Codex

Liberty's Edge

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

After for running what seemed like miles, Harsk was not winded at all but meanwhile my lungs felt like they were going to burst. We parted ways as he headed over to the woods to spy on the Chief and I go check in to the Guard tower to see what goblin activity they have seen as well as continue to put in a good word about what we have done for the city. Bah! Who am I fooling..I ran out booze and guards always have booze so I went there.

On my way there, I managed to sneak up on a goblin scout tinkering with something. My bellowing and swinging a wild chain made the goblin scatter but he had already set a large trap on the road. I didn't have the magical resources to handle the trap this time so I got out my tools and ably took care of it. My work wasn't done yet as I heard muffled cries on the side of the road in a ravine. I sent my fox to investigate and flush out whatever was there but it never returned to me that day and have to assume it was the dinner of some starving goblin.

Just beyond the bushes was a ravine and inside the ravine, Father Zantus was dangling over the 50' ravine drop understandably frightened. I dug my boots into the ground and with a surge of strength with myself and that weak-limbed dilettante we somehow managed to pull him up. Father Zantus was beside himself with gratitude. Since I needed to go help my cousin and the roads weren't quite yet safe, I gave the Father my spiked chain, elven boots as well as my mystical tome to help give him protection to get back into town. In return, he provided me his blessing and I spent a little time preparing several arcane spells before I head over to the woods.

Wortus is going to wish he didn't mess with this town!


Turn order is Meliski, Radillo, Reiko, Harsk
Turn 18 BotG 11
Move: Stay At the Garrison.
I explore Top card which is Longbow

card 1=5 or 2=7: 1d2 ⇒ 2

Dexterity Check DC 5 to acquire the Longbow: 1d8 + 0 ⇒ (5) + 0 = 5

Use Jinx Eater to explore again and encounter card 5 which is Magic Leather Armor

Constitution Check DC 2 to acquire Magic Leather Armor: 1d4 + 0 ⇒ (3) + 0 = 3

Discard hand except Magic Weapon and Blessing of Abadar, draw cards and end my turn

Radillo wrote:

Hand: Eye Patch, Sleep, Magic Weapon, Blessing of Abadar, Force Missile 2, zSpyglass

Displayed:
Deck: 7 Discard: 6 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 Abadar, 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 1, Blessing of Shelyn, Sapphire Of Intelligence, Fox, Detect magic, Lightning Touch, Augury Recharged:
Discard Pile:
Jinx Eater, zLongbow, zMagic Leather Armor, Sage, zToken of Remembrance, Force Missile 1
Buried Pile:


I was right. With their Captain defeated the rest did flee from here. Instead of joining the others to deal with the Chief I decide to look around here to see if there is anything worth while.

Most of the stuff here is junk but in the Armory I did find a nice Longbow and some magic leather armor. While the bow is not magical it appears to be very good quality and looks like it could shoot very far if in the hands of a skilled user which of course I am not. I am sure the magic armor will be worth something to someone once we finish dealing with the chief.

After I finish looking around I think I will take a slight break before regrouping with my friends.


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko continues to man her post at the farmhouse to prevent reinforcements or retreating there.

Start turn. Blessing is Blessing of Calistria. Explore card 3: Goblin Cutpurse

Reiko spots a goblin scouting out the farm. She sneaks up on it.

BYE Wis 6: 1d6 ⇒ 5 Fail.

Random card to bury: 1d6 ⇒ 6 Blowgun

Gob power: 1d6 ⇒ 3 After you act, move to a random other location.

Reveal shuriken (acro + 1d4), reveal blue star for shuriken's power (+1d4), and Noxious bomb for Reikos power (+1d6)

Combat 8: 1d10 + 4 + 1d4 + 1 + 1d4 + 1d6 ⇒ (6) + 4 + (4) + 1 + (3) + (2) = 20 Auto success!

Random other location: 1d5 ⇒ 3 Woods

Reiko chases the gob into the woods and pelts it with some poison tipped throwing stars. It drops, but Reiko finds herself momentarily lost.

Reset hand, end turn.

Reiko wrote:

Hand: Shuriken + 1, Sai, Blue Star, Noxious Bomb, Quartermaster,

Displayed: Alchemist's Kit,
Deck: 3 Discard: 6 Buried: 3
Notes: Willing to bury blue star to add 1d6 and poison to a local combat check.

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

Turn 20 Blessings Deck Card 13: Blessing of Erastil
Give Card: None
Move: None
Explore: Will not Explore

As I get ready Reiko sneaks past, what is she doing in the Woods? I need her to cover the other locations so we and end this guy. I stay put and hope everyone is in place before I make my move.

My hand is at 5 and I end my turn
I will use my power to look at the top card at Woods, it is Card 4: Big Chief Wortus.

Liberty's Edge

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

Turn order is Meliski, Radillo, Reiko, Harsk
Turn 21 Desna 14
Give Card: None / Move: Goblin Fortress -> Farmhouse
I explore Top card which is currently card 4 Zombie.

Use Inflict spell on Zombie. Succeed after reroll and succeeded on recharge

Inflict Spell DC 9: 1d6 + 1d10 + 1d4 + 3 ⇒ (1) + (1) + (2) + 3 = 7

Reroll recharging Medallion: 1d10 + 6 ⇒ (8) + 6 = 14

Recharge Spell DC 6: 1d10 + 2 ⇒ (6) + 2 = 8

reset hand, drawing 2 cards, and end turn

Meliski wrote:

Hand: Blessing of the Spellbound 2, Burgler, 1 BotG, Cure, Lightning Touch

Displayed:
Deck: 6 Discard: 6 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:
"
Burgler, Cure, Blessing of the Spellbound 2, 1 BotG

Sideboard cards: Blessing of the Spellbound 1;

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}: Recharged: zPotion of Ruggedness, zPotion of Vision, Fire Snake, Dilettante, Sihedron Medallion, Inflict
Discard Pile:
2 BotG, zPotion of Hiding, zFather Zantus, zBoots of Elvenkind, zSpiked Chain, Binder's Tome
Buried Pile:
Armor of the Sands, Codex


Turn order is Meliski, Radillo, Reiko, Harsk
Turn 22 Pharasma 15
Give Card: None / Move: Goblin Fortress -> Farmhouse
Use Spyglass to see Night Watch and Thieves Tools. Order is fine. I explore Top card which is currently card 5 Night Watch.

Use Power to use Arcane instead of Diplomacy and eyepatch to acquire Night watch..Acquired Ally..Bury instead of Discard (due to location) Night Watch to explore next Card 6 Thieves Tools. Failed so Reroll with Meliski recharging Burgler. Acquired Item

Arcane Check DC6: 1d10 + 1d4 + 4 ⇒ (3) + (1) + 4 = 8

Dexterity Check DC 4: 1d8 + 0 ⇒ (1) + 0 = 1

Dexterity Check Reroll DC 4: 1d8 + 0 ⇒ (7) + 0 = 7

Reset Hand after discarding Sleep and Thieves tools.

Radillo wrote:

Hand: Detect Magic, Blessing of the Gods 1, Magic Weapon, Blessing of Abadar, Force Missile 2, Augury

Displayed:
Deck: 5 Discard: 9 Buried: 1
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
Blessing of the Gods 1, Magic Weapon, Blessing of Abadar

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 Shelyn, Sapphire Of Intelligence, Fox, Lightning Touch Recharged: Eye Patch
Discard Pile:
Jinx Eater, zLongbow, zMagic Leather Armor, Sage, zToken of Remembrance, Force Missile 1, zSpyglass, zThieves Tools, Sleep
Buried Pile:
zNight Watch

Liberty's Edge

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

Updating hand after recharge

Meliski wrote:

Hand: Blessing of the Spellbound 2, 1 BotG, Cure, Lightning Touch

Displayed:
Deck: 7 Discard: 6 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:
"
, Cure, Blessing of the Spellbound 2, 1 BotG

Sideboard cards: Blessing of the Spellbound 1;

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}: Recharged: zPotion of Ruggedness, zPotion of Vision, Fire Snake, Dilettante, Sihedron Medallion, Inflict, Burgler
Discard Pile:
2 BotG, zPotion of Hiding, zFather Zantus, zBoots of Elvenkind, zSpiked Chain, Binder's Tome
Buried Pile:
Armor of the Sands, Codex


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko tells Harsk she'll move ahead to help lay a trap for the king gobbo.

No explore. reset hand, end turn.

On Harsk's turn, auto fail BYE check. Bury Sai. Banish (discard due to Alchemist's Kit) Blue star to add 1d6 and Poison on Harsk's combat check. Posting hand after Wortus (in case everything went wrong)

Reiko wrote:

Hand: Shuriken + 1, Noxious Bomb, Quartermaster,

Displayed: Alchemist's Kit,
Deck: 3 Discard: 7 Buried: 4
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.)

Liberty's Edge

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

During Harsk's Turn..Radillo doing temp close and encounters Attic Whisperer DC 4 wisdom or 1 mental damage that must be a blessing if possible.

Wisdom Check: 1d6 + 0 ⇒ (1) + 0 = 1

Reroll Wisdom Check recharge Lightning touch: 1d6 + 0 ⇒ (6) + 0 = 6

Meliski wrote:

Hand: Blessing of the Spellbound 2, 1 BotG, Cure

Displayed:
Deck: 8 Discard: 6 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:
"
, Cure, Blessing of the Spellbound 2, 1 BotG

Sideboard cards: Blessing of the Spellbound 1;

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}: Recharged: zPotion of Ruggedness, zPotion of Vision, Fire Snake, Dilettante, Sihedron Medallion, Inflict, Burgler, Lightning Touch
Discard Pile:
2 BotG, zPotion of Hiding, zFather Zantus, zBoots of Elvenkind, zSpiked Chain, Binder's Tome
Buried Pile:
Armor of the Sands, Codex


During Harsk's Turn..Radillo doing temp close and encounters Attic Whisperer DC 4 wisdom or 1 mental damage that must be a blessing if possible.

Wisdom Check: 1d4 + 0 ⇒ (3) + 0 = 3

Discard BotG as 1 mental damage and use Force Missile 2 along with fire support from Harsk to fight attic whisperer. Defeated Attic Whisperer and temp closed farmhouse. Harsk uses magic weapon and blessing so put force missile back into hand. Failed to recharge Magic Weapon.

Force Missile DC10: 2d4 + 1d10 + 1d4 + 5 ⇒ (1, 2) + (2) + (1) + 5 = 11

Arcane Check recharge Force Missile DC6: 1d10 + 4 ⇒ (5) + 4 = 9

Arcane Check recharge Magic Weapon DC 6: 1d10 + 4 ⇒ (1) + 4 = 5

Radillo wrote:

Hand: Detect Magic, Blessing of Abadar, Force Missile 2, Augury

Displayed:
Deck: 5 Discard: 11 Buried: 1
"Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible

"
, , Blessing of Abadar

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 Shelyn, Sapphire Of Intelligence, Fox, Lightning Touch Recharged: Eye Patch
Discard Pile:
Jinx Eater, zLongbow, zMagic Leather Armor, Sage, zToken of Remembrance, Force Missile 1, zSpyglass, zThieves Tools, Sleep, Blessing of the Gods 1, Magic Weapon
Buried Pile:
zNight Watch

Grand Lodge

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

Turn 24 Blessings Deck Card 17 Blessing of Shelyn
Give Card: None
Move: None
Explore: Reveal Woods Card 4 - Big Chief Wortus

Goblin Trait: 1d6 ⇒ 6 - Bury a random card from your discard pile
I bury Blood Periapt

Will roll Constitution check with 1 Blessing from Meliski and 1 from Radillo
Big Chief Wortus Constitution DC 7: 3d10 + 1 ⇒ (2, 1, 3) + 1 = 7 - Succeed

Will Use my Arquebus and bury it for 1 d10, I will use my blessing and 1 from Meliski and roll Ranged
Big Chief Wortus Combat DC 16: 4d10 + 1d8 + 4 ⇒ (9, 10, 8, 5) + (3) + 4 = 39 - Succeed
Big Chief Wortus Acid Damage: 1d4 ⇒ 2
I reveal my Wolfhide Armor to Reduce damage by 2

End my turn, Scenario Completed

So this is it, With all the blessing I can pry for I enter the camp where Big Chief Wortus is and I am able to stand my ground with knowing that Reiko has me covered. I let him know he has lost and the ambush did not work. Well he did not think so, and tries to come at me. I empty my Arquebus into him and he splits in half and acid goes everywhere. Good thing I had my Armor and everyone gave me time to prep. It is time for a cup of tea and then bed!

Grand Lodge

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

Hand: Wolfhide Armor, Returning Throwing Axe +1

Displayed:
Deck: 6 Discard: 6 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}: Hand Crossbow Recharged: Blessing of the Samurai 1, Surgeon, Blessing of the Samurai 2, Flight Arrows, Light Crossbow
Discard Pile:
zHarsk Blessing of Spellbound, Conch Shell, Blessing of the Gods 1, Blessing of Erastil, Chakram, Blessing of the Gods 2
Buried Pile:
Blood Periapt, Arquebus

Silver Crusade Faction Reward:

[ ] [ ] Cleanser of Abominations: On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.


Human Saboteur Ninja, Tier 6, Deck Handler

I suppose I took aya damage as well.

Acid damage: 1d4 ⇒ 1 Discard quartermaster as damage. And then successful scenario!

The Exchange

Cards acquired during scenario:
Acolyte (Ally B)
Night Watch (Ally B)
Magic Leather Armor (Armor B)
Chain Mail (Armor B)
Token of Remembrance (Item B)
Potion of Hiding (Item B)
Spyglass (Item B)
Potion of Vision (Item B)
Thieve's Tools (Item B)
Boots of Elvenkind (Item B)
Potion of Ruggedness (Item 1)
Longbow (Weapon B)
Dagger (Weapon B)

Edit: Reiko pulled a Blessing of Lamashtu 1 from the Sacred Candle.
Father Zantus B was pulled from the close check for the Guard Tower.
Meliski pulled a Spiked Chain B from the close for the Goblin Fortress.

Development:
Fighting your way out of Junk Beach was a harrowing experience.
Eventually, though you beat back the Mosswoods, you barely
made it to the edge of the thicket.
And that’s when the second trap falls. Beaten and bloodied, you
are unprepared for the sticky spider-nets that fall down around
you. Caught amid the webbing, you are drawn up into the trap and
carted off by the bubble-faced goblins.
“Goblins sneaky, goblins shady! Take the bigs to demon lady!”
Now that doesn’t sound good.

Reward: Each character chooses weapon, spell, or item, then draws a card of that type from the game box.

Liberty's Edge

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

Meliski chooses spell.

Grand Lodge

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

Harsk chooses spell for game box draw.


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko chooses Spell as well.


Human Saboteur Ninja, Tier 6, Deck Handler

Upgrade preferences.
If a spell 1 is drawn:
Spell 1: 1d1000 ⇒ 741 Materialize

If no spell 1, or somebody beats the above roll, preferences in order:
Blessing 1: 1d1000 ⇒ 919 B. o. Kofusachi
Ally B: 1d1000 ⇒ 447 Daggermark Poisoner
Weapon B: 1d1000 ⇒ 384 Kusarigama

Will decide on deck upgrade based on the above.


Radillo chooses spell as well.

Liberty's Edge

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


Determining 4 spells.

1 is roll d5 and take other spells from Turn 7 post, 2 is first 4, and 3 to wait for 4 random spells: 1d3 ⇒ 3

Meliski's reward rolls are as follows:

#1 choice is Item 1: 1d1000 ⇒ 870
#2 choice is Spell 1 assuming one is received: 1d1000 ⇒ 555
#3 choice is Blessing 1: 1d1000 ⇒ 144

Assumption is no need to roll for Item B if Item 1 is not available
Assumption is no need to roll for Spell B if at least 3 of the 4 spells are B spells

Grand Lodge

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

Deck Upgrade #1 Item B: Conch Shell -> Emerald of Dexterity

Deck Upgrade # 2 Preferences -

#1 choice is Blessing 1: 1d1000 ⇒ 63
#2 choice is Item 1: 1d1000 ⇒ 168

If neither rolls win, no upgrade

Card Feat -> Ally

The Exchange

The first spell drawn is an Enfeeble (Spell 1)
The others are Glibness, Arcane Armor, and Inflict (Spell B)

Radillo has not chosen a deck upgrade yet. Please post the upgrade preferences and roll accordingly.

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of the Runelords by zeroth_hour All Messageboards

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