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

Game Master zeroth_hour

Turn Order - Harsk, Seelah, Meliski, Reiko


351 to 400 of 1,119 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Grand Lodge

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

Before Turn Black Fang Encounter -

Black Fang Trait - Foritiude DC 7: 1d10 + 2 ⇒ (10) + 2 = 12 - Succeed

Attempt to Close Check: 1d6 ⇒ 2 - Can Close location

Attempt to Close Catacombs of Wrath

I will recharge my Chakram to ignore Wrathful Sinspawn power for the Wisdom Check.

I will use my Returning Throwing Axe and recharge it for 1d6

Wrathful Sinspawn - Combat DC 9: 1d10 + 1d8 + 1d6 + 5 ⇒ (2) + (1) + (2) + 5 = 10 - Succeed

Catacombs of Wrath is Closed

Grand Lodge

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

Black Fang is placed under Card 7 of the Blessing Deck

Turn Order - Radillo, Harsk, Meliski, Reiko
Turn 18 Blessings Discard Deck Card 2 - Blessing of Desna
Give Card: None
Move: Catacombs of Wrath -> Desecrated Vault
Explore: Reveal Desecrated Vault Card 1 - Blessing of Zarongel

Attempt to Acquire Blessing of Zarongel - Fortitude DC 6: 1d10 + 2 ⇒ (2) + 2 = 4 - Failed

I will use my power to examine Desecrated Vault Card 2 - Blast Stone

I will reset my hand to 5 and end my turn

As I start to figure out the lock I hear Black Fang crash thru it and I get knocked down. I get up and start to run after the dragon, but a nasty Wrathful Sinspawn attacks and I am able to take it down but lose sight of the main target. The Catacombs are starting to cave in and I am able to duck into the other side of the locked room and enter the Desecrated Vault. I feel a slight blessing about but I am too tired to find the source and fail. I take a rest and hope someone will come by and give me a heal.

Harsk wrote:

Hand: Wolfhide Armor, Returning Throwing Axe +1 2, Blood Periapt, zLight Crossbow, Blessing of the Samurai 1

Displayed:
Deck: 5 Discard: 5 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
zLight Crossbow, 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, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Emerald of Dexterity, Light Crossbow, Masterwork Tools, Chakram, Returning Throwing Axe +1 1
Discard Pile:Snow Leopard, Surgeon, Blessing of Erastil, Blessing of the Gods 1, Blessing of the Samurai 2
Buried Pile:Blessing of the Gods 2, Arquebus

Grand Lodge Faction Reward:

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

Liberty's Edge

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

Turn Order - Radillo, Harsk, Meliski, Reiko
"Turn 19 Blessings Deck Card 2 / 
Blessing of Desna 
"
Give Card: none
Move: Wooden Shrine-> Desecrated Vault

cast cure on Harsk. reveal tome for recharge.
Recharge Cure Spell DC 8: 1d10 + 1d4 + 2 ⇒ (10) + (4) + 2 = 16

Explore Bottom Card using power: Reveal Card 7 - Holy Light reveal tome for 1d4
Divine Check DC 8: 1d10 + 1d4 + 2 ⇒ (8) + (4) + 2 = 14
End turn and reset hand

Meliski wrote:

Hand: Binder's Tome, Sihedron Medallion, Fire Snake, Fox, zHoly Light

Displayed: Riffle Scrolls, zFrost Ray, Cure 1
Deck: 6 Discard: 5 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Fox, , Sihedron Medallion

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, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: Blessing of the Spellbound 2, Burning Snot, zLightning Touch, Burgler, Lightning Touch, Cure 2
Discard Pile:Blessing of the Spellbound 3, Armor of the Sands, Dilettante, zBotG, Blessing of Milani
Buried Pile:

Liberty's Edge Reward:

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

Liberty's Edge

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

Meliski heads over to the vault to meets his cousin. "Ya don't look so good cuz!" He then casts a cure and steers clear of the area that Harsk pointed out and dicovers a scroll of Holy Light. "This may very well come in handy against all the undead around this vault.


Human Saboteur Ninja, Tier 6, Deck Handler

I believe my blessing is botg. Explore card 2: Sage.

Staying at the bridge, Reiko keeps watch. A Sage passes by, and reiko explains their mission.

Cha 6: 1d8 ⇒ 1

Apparently the sage is deaf, and couldn't read Reiko's lips due to her mask. She shrugs and continues watch.

Discard Majordomo to explore card 3: Half-Plate.

Con 4: 1d6 ⇒ 3

She noticed the sage carrying some armor, perhaps to trade or sell, but it looks too heavy to move silently in.

Attempt to close. Banish Good omen.

Stealth: 1d10 + 4 + 2 ⇒ (9) + 4 + 2 = 15 Closed!

Getting frustrated, Reiko leaves the bridge guards with some explosives to set off in case Black Fang comes this way. She heads off to hide in the woods.

End of turn, bury quarterstaff to recharge Bo Lamashtu. Reset hand, revealing blue star. End turn.

Reiko wrote:

Hand: Blue Star, Noxious Bomb, Bronzed Leather, Scorpion Whip, Bot Quartermaster 2, Shuriken + 1,

Displayed: Alchemist's Kit,
Deck: 4 Discard: 5 Buried: 2
Notes: Willing to bury blue star to add 1d6 and poison to a local combat check. Use botQuartermaster to add a die, preferably on non-combat.

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

Roll for Heal from Meliski

Heal: 1d4 + 1 ⇒ (1) + 1 = 2

Posting Hand after Heal -

Harsk wrote:

Hand: Wolfhide Armor, Returning Throwing Axe +1 2, Blood Periapt, zLight Crossbow, Blessing of the Samurai 1

Displayed:
Deck: 7 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:
zLight Crossbow, 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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of the Gods 1 Surgeon Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe +1 1 Masterwork Tools
Recharged:
Discard Pile:Snow Leopard, Blessing of Erastil, Blessing of the Samurai 2
Buried Pile:Blessing of the Gods 2, Arquebus

Grand Lodge Faction Reward:

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


Turn Order - Radillo, Harsk, Meliski, Reiko
Turn 21 - Blessings Deck Card 5 / Blessing of the Gods
Move: Move from Shrine to Lamashtu to Desecrated Vault
Explore: Desecrated Vault Card 2: Blast Stone

Intelligence Check: 1d10 + 1 ⇒ (8) + 1 = 9 Acquired Stone

Cast Detect Magic and Reveal card 3: Warlord

Recharge Spell DC 4: 1d10 + 4 ⇒ (6) + 4 = 10 Recharged

Discard Wand and End Turn and reset Hand

Radillo wrote:

Hand: Magic Weapon, zBlast Stone 2, Sapphire Of Intelligence, Blessing of Shelyn, Force Missile 2, Acid Arrow

Displayed:
Deck: 7 Discard: 11 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible
Magic Weapon

Skills and Powers:
SKILLS

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

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

POWERS:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([ ] or an ally), you may put it on top of your deck ([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}: Fox, Jinx Eater, Lightning Touch, Augury 2 Recharged: Eye Patch, Force Missile 1, Detect Magic
Discard Pile:
Sage, Blessing of the Gods 1, Augury 1, zWooden Shield, zEnfeeble, zBlessing of Densa, zBlast Stone, zReturning Throwing Axe +1 , Blessing of Abadar, zBlessing of Irori, zWand or Force Missile
Buried Pile:

Grand Lodge

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

Turn Order - Radillo, Harsk, Meliski, Reiko
Turn 22 Blessings Discard Deck Card 8 - Blessing of Calistra
Give Card: zLight Crossbow -> Meliski
Move: Stay at Desecrated Vault
Explore: Desecrated Vault and Reveal Card 3 - Warlord Combat 9 + AD(-1 for each die)

I will use my Returning Throwing Axe and Meliski Tome.

Warlord - Combat DC 10: 1d10 + 1d8 + 1d4 + 5 - 3 ⇒ (8) + (8) + (4) + 5 - 3 = 22 - Success

I will discard my Blessing of the Samurai to explore Desecrated Vault and Reveal Card 4 - Warlord.
I will use my Returning Throwing Axe with recharge power and Meliski Tome.

Warlord - Combat DC 10: 1d10 + 1d8 + 1d6 + 1d4 + 5 - 4 ⇒ (2) + (2) + (6) + (1) + 5 - 4 = 12 - Success

I will use my power to examine top card of Desecrated Vault Card 5 - Holy Water

I will reset my hand to 5 and end my turn

"Thanks cuz I needed that pick me up." As I stand up 2 Warlords come at us. "Here cuz, hold my Crossbow, I have this." I throw my axe at the first one and it splits him half and as soon as it comes back to my hand I toss it at the other Warlord's head and it sticks in his skull.

As I go to get my axe I say "Ok Meliski lets see if these guys have anything we can use. "

Grand Lodge

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

Posting Hand

Harsk wrote:

Hand: Wolfhide Armor, Returning Throwing Axe +1 1, Blood Periapt, Light Crossbow, Emerald of Dexterity

Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:
Light Crossbow

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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of the Gods 1 Surgeon Chakram Masterwork Tools
Recharged: Returning Throwing Axe +1 2
Discard Pile:Snow Leopard, Blessing of the Samurai 1, Blessing of Erastil, Blessing of the Samurai 2
Buried Pile:Blessing of the Gods 2, Arquebus

Grand Lodge Faction Reward:

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

Liberty's Edge

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

Turn Order - Radillo, Harsk, Meliski, Reiko
Turn 23 Blessings Deck Card 9 /
Blessing of the Gods

Give Card:Fire Snake to Radillo
Move: Stay at Desecrated Vault
Explore Top Card: Desecrated Vault Card 5 - Holy Water reveal tome for 1d4
Divine Check DC8: 1d10 + 1d4 + 2 ⇒ (7) + (2) + 2 = 11 acquired
Discard Fox to explore last card: Desecrated Vault Card 6 - Mercenary. Using Holy Light and revealing tome

Holy Light Spell DC 11: 2d6 + 1d10 + 2 + 1d4 ⇒ (5, 6) + (10) + 2 + (1) = 24 Mercenary has seen the light!
Divine Check DC8: 1d10 + 2 + 1d4 ⇒ (9) + 2 + (2) = 13 Recharged

Will bury Riffle Scrolls to recharge 2 spells - cure and Frost Ray
Attempt to close Vault - revealing tome

Divine Check DC6: 1d10 + 2 + 1d4 ⇒ (5) + 2 + (2) = 9 Vault is closed.

Harsk, Radillo, and Meliski can all recharge 1 item from their discard pile. Radillo only one that appears to have an item in discard.
Discard Holy Water and then reset hand and end turn

Meliski wrote:

Hand: Binder's Tome, Sihedron Medallion, zLight Crossbow, Blessing of the Spellbound 2, Burning Snot

Displayed:
Deck: 7 Discard: 7 Buried: 1
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Burning Snot, Blessing of the Spellbound 2

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, Discard, Buried:
Known Top:
Middle {Order is not Known}:
Recharged: zLightning Touch, Burgler, Lightning Touch, Cure 2, Cure 1, zFrost Ray, zHoly Light
Discard Pile:Blessing of the Spellbound 3, Armor of the Sands, Dilettante, zBotG, Blessing of Milani, Fox, zHoly Water
Buried Pile:Riffle Scrolls

Liberty's Edge Reward:

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

Liberty's Edge

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

Meliski scans around the remnants of the Vault and scratches his beard. "Ya know, I think these human brigands are using this place as a hideout and keeping the locals away due to being supposedly crawling with undead. Radillo, hold onto me scroll. I know you have that sapphire but Ah think this may help better when we encounter the dragon again." Meliski hands Radillo a scroll of Fire Snake and then continues on into the vault. He discovers a font containing water that he determines to be holy in nature and was able to fill an aleskin with the magical water. "Ah think ah would rather have ale at the moment." He then continues onward and hears muttering ahead. The lair of the brigands have been found and so Meliski charges the room and lets the one that appears to be the leader have the full force of the holy light spell. Just to make sure, He drinks some of the holy water and pours it around the altar in the room. "I drink to Trudd the Mighty and youngest son of Torag!"

The Exchange

Note that Black Fang is +8 difficulty.

During This Adventure:

During This Scenario: After you build the blessings deck, put the villain Black Fang
underneath the fifth card from the top.
When you would discard Black Fang from the blessings deck, put
him underneath the fifth card from the top; if there are not enough
cards, put him on the bottom of the deck. Then characters at your
location must succeed at a Constitution or Fortitude 7 check or
be dealt 1d4-1 Acid damage. Then roll 1d6; if your location deck
contains that number of cards or fewer, you may immediately
attempt to close your location.
When there is only 1 open location, search the blessings deck for
Black Fang and shuffle him into that location deck.
The difficulty of checks to defeat Black Fang are increased by twice
the number of characters.
To win the scenario, corner Black Fang.
If Black Fang is the only card in the blessings deck, you lose the
scenario.
Additional Rules: Henchmen and Villain:

Black Fang:

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

Wrathful Sinspawn:

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

Turn: 23, Reiko/eddiephlash

Random Cards:

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

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

Spoiler:
Plague Zombie
Monster B
Traits:
Elite
Undead
Zombie
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

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

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

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

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

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

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

Spoiler:
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.

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

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

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

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

Spoiler:
Inflict
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

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

Spoiler:
Detect Magic
Spell B
Traits:
Arcane
Basic
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

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

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

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

Items
Spoiler:
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.

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

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

Spoiler:
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:
Luckstone
Item B
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

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

Spoiler:
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:
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:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.

Blessings
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 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 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 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.

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: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of Torag
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 9 /
Blessing of 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.

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

Desecrated Vault
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, 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:
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.

Woods Card 2:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Woods Card 3:
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. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Woods Card 4:
Black Fang
Villain B
Type: Monster
Traits:
Dragon
To Defeat:
Combat 12
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
"Tell the locals to leave me be or I'll start tearing heads off their children instead of their livestock." -- Black Fang

Woods Card 5:
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.

Woods Card 6:
Enchanter
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.

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

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

Woods Card 9:
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.

Woods Card 10:
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.
Shrine to Lamashtu
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

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

Wooden Bridge
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/eddiephlash, None


Human Saboteur Ninja, Tier 6, Deck Handler

It is the hour of the gods, as Reiko makes her way through the woods, hoping not to be seen or heard.

Blessing is botg. Move to woods. Explore top card:Skeleton Horde. Should only affect me, and I can evade the summoned monstrosity with no ill effect.

She sees the signs of a passing undead hoard and is able to move around them unnoticed. She explores onward.

Discard botq to explore card 2: Skeleton.

One of the skeletons has wandered away from the group. Reiko moves to dispatch it, tossing out a throwing star.

Reveal shuriken. Cant use most of my stuff due to poison. Combat is +3 due to piercing. Let's also use Harsk's suppressing fire

Combat 8 + 3 = 11: 1d10 + 4 + 2d4 + 2 ⇒ (7) + 4 + (1, 2) + 2 = 16

The skeleton slumps over into a pile of bones. Reiko climbs into a tree to scout ahead.

Reset hand, discarding noxious bomb, reveal blue star to add a die; end turn

Reiko wrote:

Hand: Blue Star, Bronzed Leather, Scorpion Whip, Shuriken + 1, Bo Kofusachi, Daggermark Poisoner,

Displayed: Alchemist's Kit,
Deck: 2 Discard: 7 Buried: 2

On Radillo's turn, Bury alchemist's kit to draw back noxious bomb. Then Recharge Daggermark poisoner to recharge blowgun. Updated hand:

Reiko wrote:

Hand: Blue Star, Bronzed Leather, Scorpion Whip, Shuriken + 1, Bo Kofusachi, Noxious Bomb,

Displayed:
Deck: 4 Discard: 5 Buried: 3
"Notes: Willing to bury blue star to add 1d6 and poison to a local combat check.
Feel free to use blessing to add a die, preferably on a non-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.)



From the closing of Desecrated Vault I am not going to recharge an item.
Turn Order - Radillo, Harsk, Meliski, Reiko
Turn 25 - Blessings Deck Card 1 / Blessing of Shelyn
Move: Move to the Woods

Explore: Woods Card 3: Codex
Intelligence Check DC 8 to Acquire: 1d10 + 1 ⇒ (5) + 1 = 6 Fail
Recharge Blessing of Shelyn to explore again

Explore: Woods Card 4: Black Fang
Before the encounter, each character at this locations must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Acid damage.
Constitution Check DC 7: 1d4 + 0 ⇒ (2) + 0 = 2 fail
Acid Damage: 1d4 - 1 ⇒ (1) - 1 = 0

Waiting on Reiko to take her Acid Damage then I will proceed with the encounter.


Human Saboteur Ninja, Tier 6, Deck Handler

Con 7: 1d6 ⇒ 3 Auto-fail
Acid Damage: 1d4 - 1 ⇒ (3) - 1 = 2 Discard Bronzed leather, having it count as 2. Choose not to draw a card.

Will bury Blue star and bo Kofusachi to add +1d6, poison, and an extra die to the combat check



Banish zBlast Stone2 for 1d4
Force Missile 2 1d10+1
Use a blessing each from Meliski and Reiko for another 2d10
Harsk adds a 2d4+1
and Reiko adds 1d6
Force Missile DC 20: 2d4 + 1d10 + 4 + 1d4 + 2d10 + 2d4 + 1 + 1d6 ⇒ (1, 3) + (2) + 4 + (2) + (6, 5) + (2, 2) + 1 + (6) = 34 Success
Fang goes BOOM with the help of all from our team!!

Liberty's Edge

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

1st choice Rolling for Spell 1-Lightning Touch->Life Drain: 1d1000 ⇒ 712
2nd choice Rolling for Item 1-Bracers of Protection->Spyglass: 1d1000 ⇒ 610
Meliski gains a die bump and is now tier 2!

Meliski looked at his cousin as they both heard the familiar bellow of the black dragon. Harsk lets arrows fly over to where Reiko and Radillo are located in the woods and I rush over to provide magical support as necessary. Reiko slips in and uses her poison tipped missiles while Radillo throws a blast stone to deafen the creature before hitting it with her force missile spell.

"Mutant Goblins, Pregnant monsters, ungrateful city folk, and hungry dragons. Ah can't wait to find out what new adventures await us next."

The Exchange

Acquired Cards:
Burglar (Ally B)
Wooden Shield (Armor B)
Blessing of Irori (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Desna (Blessing B)
Holy Water (Item B)
Wand of Force Missile (Item 1)
Blast Stone (Item B)
Blast Stone (Item B)
Mercenary (Monster B)
Frost Ray (Spell 1)
Enfeeble (Spell 1)
Lightning Touch (Spell B)
Detect Evil (Spell B)
Holy Light (Spell B)
Light Crossbow (Weapon B)
Quarterstaff (Weapon B)
Returning Throwing Axe +1 (Weapon B)
Mace (Weapon B)

Reward:
Each character chooses a blessing with an adventure deck number of 1 from the game box.
Adventure Card Guild characters may gain that card as a bonus deck upgrade.

Adventure Reward:
Once during this Adventure Path, you may choose 1 character to temporarily replace 1 item in her deck with
the item Holy Candle. Note this reward on your Chronicle sheet. At the end of the scenario in which this benefit
is used, return the item to the game box and cross this reward off your Chronicle sheet.

The Exchange

Development:
Sandpoint’s branch of the cult of Lamashtu is no more. You have
brought the apparently tasty bones of Thelsikar to Sandpoint
and ended his mutated dragon ally once and for all. Now the
Sandpoint council has changed its tune.
“You have our humble thanks,” says Mayor Deverin, “and you are
welcome in Sandpoint for all of your days.”
Tempting as that offer is, you are still stinging from the council’s
stiff-arming of you just a few days earlier. You politely decline,
saying you must leave for bigger fortunes.
Your purses richer, you mount up for Magnimar. The City of
Secrets awaits!

The Exchange

1 person marked this as a favorite.

2-2: City of Secrets
Magnimar! The City of Secrets beckons you to its gates.
Your route to Hollow Mountain continues thirty
miles south of Sandpoint, where you had quite the series
of adventures. You were ambushed outside its confines by some
horribly mutated goblins. Bringing that news to the Sandpoint
town council, you were quickly diverted to the new menace:
strange cattle mutilations done by some sort of flying beast. You
discovered the beast was a black dragon named Black Fang, whom
you thrashed but could not pursue when he flew away.
This did not sit well with the council, though you gained one
forgiving ally in councilman Thelsikar. At least until he set you up
to be trapped by goblins, who spirited you to their leader, Mistress
Etainia. She tried to poison you with her dark waters so that
your screams would help her birth the spawn of the evil goddess
Lamashtu. You survived that ordeal and then chased Thelsikar to
his secret cave, where you fought and slew a magically enlarged
Black Fang.
And after all of that, you decided you needed a change of
scenery. So you mounted up for Magnimar, the metropolis that is
the second largest city in Varisia. With 16,000 residents, you will
find it difficult not to get lost in its magnitude. In the light of day,
Magnimar is a city of wondrous monuments; in the dark of night,
it is a festival of crime.
Magnimar was once was anchored by a massive stone bridge
called the Irespan. Now shattered far beyond repair, the Magnimar
end of the Irespan serves as a roof for the neighborhood called
Underbridge, home to rogues and cutpurses aplenty. On the
topside of the Irespan one can see much better appointed
neighborhoods such as the glittering Alabaster District.
And at the other end of the ruined Irespan? That leads to
storied Hollow Mountain itself. But that can wait. For now, you
will settle into Magnimar, find yourself a tavern to frequent, and
prepare for adventure.

2-2A: Night on the Town
You have arrived in the City of Secrets in the late evening,
and unsurprisingly the inns are crowded. The Old Fang
Tavern in Dockway has rooms for you, but they will not be
ready until later tonight—something about a “remodeling” after a
disagreement between customers. Unwilling to sleep in the streets,
you head out to see the sights. The Thistletop tribe was cleared
out by the adventurers who slew Karzoug, but the gap has been
filled by the Mosswoods, Licktoads, and Seven Tooths. They are
no smarter than the Thistletop denizens, but they are quite a bit
more numerous.
One of the centerpieces of Magnimar is the Alabaster District.
Home to many of Magnimar’s finest and richest aristocrats, the
Alabaster District’s skyline is dominated by the towers of Fort Indros
and the sprawl of the Serpent’s Run, the city’s largest arena for public
events. Tonight its central garden is home to the wedding of the heir
to Vandervale Villa and his consort. Many fabulously garbed citizens
have gathered to see the gentlemen married in the most lavish style.
This is not your preferred cup of mead, but as a distraction, it’ll do
in a pinch. You smile as the happy couple begins a walk through the
famous maze in the center of the gardens. That seems like something
that should be left to family, so you prepare to take your leave after a
quick third visit to the buffet table.
“Nee hee hee hee hee!” comes a cry from inside the maze. “All who
celebrate on Xanderghul’s Night are lost!”
Xanderghul—there’s a name that evokes some fear. The Runelord of
Pride’s servants must be on the loose. And if it weren’t for those giant
cockroaches running around scaring the wedding guests, you might be
willing to let this slide. But whatever, your bed isn’t ready yet anyway.


Human Saboteur Ninja, Tier 6, Deck Handler

I picked up a Bo Lamashtu (Blessing 1) with my sacred candle that should be added to the upgrade pool.

Spell 1: 1d1000 ⇒ 781 Materialize
Item 1: 1d1000 ⇒ 930 Embalming Fluid

Extra blessing upgrade: botQ -> Blessing of Horus

I'll need to replace my banished cards as well, but waiting on upgrade results first.


1st Choice: Magic Weapon (B) -> Frost Ray (1) or Sphere of Fire(1): 1d1000 ⇒ 197
2nd Choice: Magic Weapon (B) -> Lightning Touch (B): 1d1000 ⇒ 205

Extra Blessing Upgrade: Blessing of the Gods (b) -> Blessing of Sivanah (1)

Radillo gains Die Bump and advances to Tier 2

Grand Lodge

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

Deck Upgrade:
Blessing (B)
Blessing of the Gods (B) -> Blessing of Erastil (B)

Reward:
Blessing (1)
Blessing of the Gods (B) -> Blessing of Milani (1)


Human Saboteur Ninja, Tier 6, Deck Handler

Take Materialize, and pick up Basic spell: Call Potion

Liberty's Edge

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

Deck Upgrades

1. Banished Blessing of Spellbound (B) -> Blessing of Abadar (1)
2. Lightning Touch (B) -> Life Drain (1)

Grand Lodge

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

Because there is another Blessing AD 1 I will change my deck upgrade.

Re-posting my Deck Upgrade:
Blessing (1)
Blessing of the Gods (B) -> Blessing of Shax (1)

Reward:
Blessing (1)
Blessing of the Gods (B) -> Blessing of Milani (1)

The Exchange

1 person marked this as a favorite.

I'm aware turn order is a little messed up at the moment. I'm waiting on admin permissions to move the character order.

During This Adventure:

During This Scenario: When you encounter the henchman Scarecrow Golem, a character
at each other location summons and encounters a Scarecrow
Golem. Any character may bury a card to ignore the Scarecrow
Golem’s immunities until the end of the encounter.
When you defeat the henchman Giant Cockroach Swarm, you may
examine the top card of your deck or of your location deck.
Before you attempt to close a location, bury the top card of your deck.
Additional Rules: Henchmen and Villain:

Erylium:

Villain
Type: Monster
Traits: Outsider Sorcerer
To Defeat: Combat 14 OR Arcane 10
Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman. If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
"Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

Giant Cockroach Swarm:

Henchman 2
Type: Monster
Traits: Swarm Vermin
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scarecrow Golem:

Henchman 2
Type: Monster
Traits: Construct Golem
To Defeat: Combat 12
You may not play spells with the Attack trait. If defeated, you may immediately attempt to close this location.

Turn: 1, Harsk/TheGreatNateO

Random Cards:

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

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

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

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

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

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

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

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

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

Spoiler:
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:
Sickle +1
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

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

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

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

Spoiler:
Aid
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
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. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Allies
Spoiler:
Ven Vinder
Ally 1
Traits:
Human
Shopkeeper To Acquire:
Charisma
Diplomacy 6
OR Dexterity
Stealth 8
Banish this card to add a random item from the box to your hand.

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

Spoiler:
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.

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

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

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

Spoiler:
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.

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

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

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 2 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, Meliski/Zalarian, Radillo/Jake_Bloom, Reiko/eddiephlash, Seelah/notshown, None

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

City Gate Card 2:
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.

City Gate Card 3:
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.

City Gate Card 4:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

City Gate Card 5:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

City Gate Card 6:
Giant Gecko
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8
If undefeated, shuffle the Gecko into a random open location.

City Gate Card 7:
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.

City Gate Card 8:
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.

City Gate Card 9:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

City Gate Card 10:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 6 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Nettlemaze Card 1:
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.

Nettlemaze Card 2:
Werewolf
Monster B
Traits:
Lycanthrope
To Defeat:
Combat 13
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

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

Nettlemaze Card 4:
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.

Nettlemaze Card 5:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Nettlemaze Card 6:
Scarecrow Golem
Henchman 2
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 12
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.

Nettlemaze Card 7:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Nettlemaze Card 8:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Nettlemaze Card 9:
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.

Nettlemaze Card 10:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

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

Town Square Card 1:
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.

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

Town Square Card 3:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Town Square Card 4:
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.

Town Square Card 5:
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.

Town Square Card 6:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

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

Town Square Card 8:
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.

Town Square 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.

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

Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

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

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

Apothecary Card 3:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song

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

Apothecary Card 5:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Apothecary Card 6:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Apothecary Card 7:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Apothecary Card 8:
Inflict
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Apothecary Card 9:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Apothecary Card 10:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 1 Ba: 1 W: 0 Sp: 5 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

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

Academy Card 2:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Academy Card 3:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Academy Card 4:
Toxic Cloud
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Academy Card 5:
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.

Academy Card 6:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Academy Card 7:
Lightning Bolt
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Academy Card 8:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Academy Card 9:
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.

Academy Card 10:
Potion of Healing
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

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

General Store Card 1:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

General Store Card 2:
Erylium
Villain 1
Type: Monster
Traits:
Outsider
Sorcerer
To Defeat:
Combat 14
OR Arcane 10
Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
"Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

General Store Card 3:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

General Store Card 4:
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.

General Store Card 5:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

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

General Store Card 7:
BirdCruncher Crown
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

General Store Card 8:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

General Store Card 9:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

General Store Card 10:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 4 ?: 1
Located/Displayed Here: None

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

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

Temple Card 3:
Blast Stone
Item B
Traits:
Alchemical
Basic
Object To Acquire:
Intelligence
Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Temple 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.

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

Temple 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.

Temple Card 7:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Temple Card 8:
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Temple Card 9:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Temple Card 10:
Detect Evil
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Liberty's Edge

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

Starting at Temple. Unless huge objections, starting places for group is Temple: Radillo, Seelah, Meliski
City Gates: Harsk
Nettlemaze: Reiko

Choosing Item as favored card type and posting starting hand. At the start of Radillo's turn, I will display Riffle Scrolls.
Don't forget...I add 1d4 mental to combat and cha checks at my location

Meliski wrote:

Hand: Fox, Life Drain, Blessing of the Spellbound 1, Binder's Tome

Displayed: Riffle Scrolls
Deck: 11 Discard: 0 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Fox, Blessing of the Spellbound 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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of the Spellbound 2 Armor of the Sands Burgler Dilettante Cure 1 Burning Snot Fire Snake Cure 2 Sihedron Medallion
Recharged:
Discard Pile:
Buried Pile:

Liberty's Edge Reward:

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



Turn 1 - Blessings Deck Card / Blessing of the Gods
Move: Stay at the Temple
Explore: Temple Card 1: Mace
Strength Check DC 4 to acquire: 1d6 + 0 ⇒ (4) + 0 = 4 Success
Reset Hand, discard zMace and end my turn

Radillo wrote:

Hand: Jinx Eater, Sage, Blessing of Shelyn, Force Missile 1, Lightning Touch 1, Blessing of Abadar

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible
Blessing of Shelyn, 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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Sivanah, Sapphire Of Intelligence, Eye Patch, Fox, Acid Arrow, Detect magic, Lightning Touch 2, Force Missile 2, Augury 1, Augury 2
Recharged:
Discard Pile:zMace Buried Pile:

While exploring the temple I come across a Mace. I might save it for later use.


Human Saboteur Ninja, Tier 6, Deck Handler

I always pick weapon as favored card. I don't think I've mentioned that before, but that's how I roll.
I'm fine with starting at Nettlemaze.

Reiko wrote:

Hand: Blue Star, Bo Horus, Majordomo, Call Potion, Rochin,

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

Skills and Powers:
SKILLS

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

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


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

Starting at Temple
Favored Card: Weapon

Seelah wrote:

Hand: Eagle Knight Dress Uniform, Longsword, Judgement Light, Retriever, Battle Aspergillum, Heavy Wooden Shield

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Judgement Light adds 1d4 and Magic trait to a combat check at my location
Judgement Light

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

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

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Boarding Pike Champion's Do-Maru Horn of Battle Clarity Researcher Athlete Blessing of the Samurai Blessing of the Gods Blessing of Iomedae Banner
Recharged:
Discard Pile:
Buried Pile:

Grand Lodge

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

Posting Starting Hand

Harsk wrote:

Hand: Blessing of Milani, Blood Periapt, Snow Leopard, Returning Throwing Axe 1, Arquebus

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:
Snow Leopard

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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Erastil Blessing of the Samurai 1 Blessing of the Samurai 2 Wolfhide Armor Surgeon Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe 2 Masterwork Tools Blessing of Shax
Recharged:
Discard Pile:
Buried Pile:

Grand Lodge Faction Reward:

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

Grand Lodge

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

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 2 Blessings Discard Deck Card 1 - Blessing of Pharasma
Give Card: None
Move: Stay at City Gate
Explore: Reveal City Gate Card 1 - Potion of Ruggedness

Will Roll Intelligence to acquire
Acquire Potion of Ruggedness - Intelligence DC 6: 1d6 ⇒ 2 - Fail

I will use my power to examine City Gate Card 2 - Token of Remembrance

My hand is at 5 and I will end my turn

Well after that adventure with that dragon, I got my nice cup of tea and rested. No to start a new adventure with my peeps. I enter the City Gates and notice a bottle but my axe on my hip hits it and it shatters. But I do notice a Token of some kind next to it.

Harsk wrote:

Hand: Blessing of Milani, Blood Periapt, Snow Leopard, Returning Throwing Axe 1, Arquebus

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:
Snow Leopard

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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Erastil Blessing of the Samurai 1 Blessing of the Samurai 2 Wolfhide Armor Surgeon Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe 2 Masterwork Tools Blessing of Shax
Recharged:
Discard Pile:
Buried Pile:

Grand Lodge Faction Reward:

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


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


Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 3 Blessings Discard Deck Card 2: Blessing of Calistria
Give Card: None
Move: Stay at Temple
Explore: Reveal Temple Card 2: Blessing of the Gods

I will use the Blessing of the Gods to explore the location again:
Temple Card 3: Blast Stone

INT Craft Check DC 4 to acquire: 1d6 + 0 ⇒ (2) + 0 = 2 FAIL

My hand is at 6; end turn

Seelah moves solemly through the temple, pausing before a statue of Nethys set in a dark alcove. She detects an alchemical odor, and follows her nose to the rear of the statue, where she discovers a small passageway in the back of the alcove. Surely, the Gods smile upon me, she thinks.

The passage leads to a small labratory. A palm-sized stone sits on an otherwise empty table. Seelah picks it up and examines it, thoughtlessly running a finger over a red rune.

The stone begins to smoke and sputter, and she barely has time to throw it away and duck behind her shield before it explodes.

She sheepishly emerges from the passageway, covered in dust but unharmed.

Seelah wrote:

Hand: Eagle Knight Dress Uniform, Longsword, Judgement Light, Retriever, Battle Aspergillum, Heavy Wooden Shield

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Judgement Light adds 1d4 and Magic trait to a combat check at my location
Judgement Light

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

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

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1 Boarding Pike Champion's Do-Maru Horn of Battle Clarity Researcher Athlete Blessing of the Samurai Blessing of the Gods Blessing of Iomedae Banner
Recharged:
Discard Pile:z-BotG
Buried Pile:

Liberty's Edge

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

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 4 Blessings Deck Card 3 / Blessing of the Gods
Give Card:None
Move: Stay at Temple
Explore Top Card: Temple Card 4 Dogslicer +1. Will discard blessing of spellbound for acquire
Strength Check DC9: 2d8 + 0 ⇒ (7, 6) + 0 = 13 Acquired

Summary: Card 4 acquired. Keep in mind tome provides 1d4 at my location for Cha and combat.

Meliski wrote:

Hand: Fox, Life Drain, zDogSlicer +1, Burgler, Binder's Tome

Displayed: Riffle Scrolls
Deck: 10 Discard: 1 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Burgler, Fox, zDogSlicer +1
Be sure to confirm before using card zDogSlicer +1 and beyond

Skills and Powers:
SKILLS

Strength d8 [ooc][ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of the Spellbound 2 Armor of the Sands Dilettante Cure 1 Burning Snot Fire Snake Cure 2 Sihedron Medallion
Recharged:
Discard Pile:Blessing of the Spellbound 1
Buried Pile:

Liberty's Edge Reward:

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

Liberty's Edge

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

Having a respite at the temple of Iomedae seemed like a good idea. And when the order at the temple was asked if they knew of any adventurers that may be available to join our quest, they told us that one of their own who is a paladin named Seelah is available.

"Greetings Seelah! Ah am Meliski and this is my cousin Harsk. The slender half-elf lady is Radillo and the other one over...bah..Ah swear if she does not want to be seen you simply won't see her...anyway there is a ninja with us by the name of Reiko. I am sure you will meet her soon enough. The temple here is awfully kind letting us use it as a base of operations. Ah can't wait to learn more about this wedding that is going on in town. Oh and please thank the order for letting me use this goblin weapon that was acquired by the temple when the goblins raided the town. It be a little crude but it will do in a pinch!" Meliski takes a sip from his barrel of ale and looks around. "Care for a drink Miss?...or are you not allowed to drink alcohol?"[/b] Meliski's face looks a little worried that he may not be able to drink his ale while staying at the temple.


Human Saboteur Ninja, Tier 6, Deck Handler

"Runelord of Pride, eh? We'll see about that." Reiko approaches a maze of nettles, hoping to rout out some of the cursed creatures.

Reiko starts her turn at the Nettlemaze. Blessing is botg. Explore card 1: Spiked Chain. No real interest, so auto fail rolling a d6 for DC 8

Reiko sees a chain, but prefers silent weapons. She comes across a halfling who she convinces to see what is in Reiko's future.

Recharge Majordomo to examine top 5 cards of deck:

Reordering:

Scorpion Whip
Alchemist's Kit
Bronzed Leather
Bo Kofusachi
Bot Quartermaster
Reorder the cards to:
Alchemist's Kit
Scorpion Whip
Bo Kofusachi
Bot Quartermaster
Bronzed Leather

Discard bo Horus to explore card 2: Werewolf. BotGods, so difficulty increased by 3. Reveal-Bury Rochin, and reveal blue star for poison power. Will also use Harsk's power to add 1d4 + 1. Also reveal blue star on the recharge check.
As Reiko is rummaging through her kit, a warewolf bursts through the maze. She barely has time to grab her poison tipped rochin.
Combat 13 + 3 = 16: 1d10 + 4 + 3d6 + 1d4 + 1 ⇒ (3) + 4 + (5, 6, 5) + (3) + 1 = 27 Success!
Recharge Acro 7: 1d10 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 Success, recharged!

The rochin is plunged into the creature, and its horrid howling stops.

End turn. Reset hand, revealing blue star; draw 4 cards.

Reiko wrote:

Hand: Blue Star, Call Potion, Alchemist's Kit, Scorpion Whip, Bo Kofusachi, Bot Quartermaster,

Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:

At start of next turn, display Alchemist's Kit.

Reiko wrote:

Hand: Blue Star, Call Potion, Scorpion Whip, Bo Kofusachi, Bot Quartermaster,

Displayed: Alchemist's Kit,
Deck: 8 Discard: 1 Buried: 0
Notes: Feel free to use blessings as needed. botq recharges on non-combat checks.

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.)


Turn 6 - Blessings Deck Card / Blessing of Abadar
Move: Move to Academy
Explore: Academy Card 1: Speed
Arcane Check DC 6 to Acquire: 1d10 + 4 ⇒ (10) + 4 = 14 Success

Discard Sage to Explore. Reveal Academy Card 2: Guide. Will use power to use Arcane.
Arcane Check 6 to Acquire: 1d10 + 4 ⇒ (10) + 4 = 14 Success

Discard Guide to Explore. Reveal Academy Card 3: Arcane Armor
Arcane Check DC 4 to Acquire: 1d10 + 4 ⇒ (9) + 4 = 13 Success

Discard Jinx Eater to Explore. Reveal Academy Card 4: Toxic Cloud
Arcane Check DC 8 to Acquire: 1d10 + 4 ⇒ (10) + 4 = 14 Success

Recharge Blessing of Abadar to Explore. Reveal Academy Card 5: Sneak.
Unable to make wisdom DC 8 check so discard Arcane Armor.

Cast Lightning Touch. Since Blessing is on bottom, unable to draw it. Harsk! let this Sneak get a volley!

Lightning Touch Spell DC 9+2=11: 2d4 + 1d10 + 4 + 1d4 + 1 ⇒ (3, 2) + (9) + 4 + (4) + 1 = 23 Success

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

Reset Hand and end my turn

Radillo wrote:

Hand: zToxic Cloud, zSpeed, Blessing of Shelyn, Force Missile 1, Detect Magic, Augury 1

Displayed:
Deck: 10 Discard: 5 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible
zSpeed, Blessing of Shelyn

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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Sivanah, Sapphire Of Intelligence, Eye Patch, Fox, Acid Arrow, Lightning Touch 2, Force Missile 2, Augury 2
Recharged: Blessing of Abadar, Lightning Touch 1
Discard Pile:zMace, Sage, zGuide, Jinx Eater, zArcane Armor Buried Pile:

The religious talk is a little too much so I head to the academy to look at their library. I find a guide looking up information on dragons and I tell him about our last adventure. The books I find are quite enlightening as well.

The Exchange

During This Adventure:

During This Scenario: When you encounter the henchman Scarecrow Golem, a character
at each other location summons and encounters a Scarecrow
Golem. Any character may bury a card to ignore the Scarecrow
Golem’s immunities until the end of the encounter.
When you defeat the henchman Giant Cockroach Swarm, you may
examine the top card of your deck or of your location deck.
Before you attempt to close a location, bury the top card of your deck.
Additional Rules: Henchmen and Villain:

Erylium:

Villain
Type: Monster
Traits: Outsider Sorcerer
To Defeat: Combat 14 OR Arcane 10
Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman. If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
"Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

Giant Cockroach Swarm:

Henchman 2
Type: Monster
Traits: Swarm Vermin
To Defeat: Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm. If the check to defeat has the Bludgeoning trait, add 1d8. If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Scarecrow Golem:

Henchman 2
Type: Monster
Traits: Construct Golem
To Defeat: Combat 12
You may not play spells with the Attack trait. If defeated, you may immediately attempt to close this location.

Turn: 7, Harsk/TheGreatNateO

Random Cards:

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

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

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

Spoiler:
Spectre
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

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

Barriers
Spoiler:
Zombie Nest
Barrier 2
Traits:
Basic
Skirmish
Undead
Zombie
To Defeat:
None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

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

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

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

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

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

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

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

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

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

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

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

Spoiler:
Holy Light
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

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

Spoiler:
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. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

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

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

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

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

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

Spoiler:
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.

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.

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

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

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Harsk/TheGreatNateO, None

City Gate Card 1 (Token of Remembrance):
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.

City Gate Card 2:
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.

City Gate Card 3:
Light Crossbow +1
Weapon 2
Traits:
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

City Gate Card 4:
Explosive Runes
Barrier B
Traits:
Arcane
Magic
Trap
Veteran
To Defeat:
Intelligence
Arcane 8
OR Dexterity
Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

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

City Gate Card 6:
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.

City Gate Card 7:
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.

City Gate Card 8:
Grizzled Mercenary
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

City Gate Card 9:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Nettlemaze
At This Location: You may attempt a Wisdom or Perception 9 check to evade a monster.
When Closing: Summon and defeat a random monster.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M: 5 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None

Nettlemaze Card 1:
Skeleton
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.

Nettlemaze Card 2:
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.

Nettlemaze Card 3:
Goblin Raid
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Nettlemaze Card 4:
Scarecrow Golem
Henchman 2
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 12
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.

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

Nettlemaze Card 6:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Nettlemaze Card 7:
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.

Nettlemaze Card 8:
Potion of Ruggedness
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.

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

Town Square Card 1:
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.

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

Town Square Card 3:
Falling Bell
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Town Square Card 4:
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.

Town Square Card 5:
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.

Town Square Card 6:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

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

Town Square Card 8:
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.

Town Square 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.

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

Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

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

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

Apothecary Card 3:
Fire Sneeze
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song

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

Apothecary Card 5:
Sleep
Spell B
Traits:
Arcane
Attack
Basic
Magic
Mental To Acquire:
Intelligence
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Apothecary Card 6:
Bunyip
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Apothecary Card 7:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Apothecary Card 8:
Inflict
Spell B
Traits:
Attack
Basic
Divine
Magic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Apothecary Card 9:
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Apothecary Card 10:
Guide
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Academy
At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
When Closing: Succeed at an Intelligence or Arcane 6 check.
When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radillo/Jake_Bloom, None

Academy Card 1:
Levitate
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 6
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

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

Academy Card 3:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

Academy Card 4:
Large Chest
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

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

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

General Store Card 1:
Ghost
Monster B
Traits:
Elite
Ghost
Incorporeal
Undead
To Defeat:
Combat 12
OR Wisdom
Divine 8
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

General Store Card 2:
Erylium
Villain 1
Type: Monster
Traits:
Outsider
Sorcerer
To Defeat:
Combat 14
OR Arcane 10
Before the encounter, choose a character at your location and encounter a Wrathful Sinspawn henchman.
If undefeated, succeed at a Wisdom or Divine 8 check or move to a random other location.
"Oooh, a trespasser! Impress me with your groveling, and maybe I'll let you leave with one of your eyes." --Erylium

General Store Card 3:
Troubadour
Ally B
Traits:
Basic
Halfling To Acquire:
Dexterity
Acrobatics. 7
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

General Store Card 4:
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.

General Store Card 5:
Grindylow
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12
The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song

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

General Store Card 7:
BirdCruncher Crown
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.

General Store Card 8:
Longspear
Weapon B
Traits:
2-Handed
Basic
Melee
Piercing
Spear To Acquire:
Strength
Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

General Store Card 9:
Wooden Shield
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

General Store Card 10:
Cloak of Elvenkind
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 0 Al: 0 Bl: 3 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, None

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

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

Temple Card 3:
Giant Cockroach Swarm
Henchman 2
Type: Monster
Traits:
Swarm
Vermin
To Defeat:
Combat 8
Before you act, another character at your location summons and encounters a Giant Cockroach Swarm.
If the check to defeat has the Bludgeoning trait, add 1d8.
If the Giant Cockroach Swarm is defeated by 8 or more, you may attempt to close the location this henchman came from; otherwise, shuffle it into a random open location.

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

Temple Card 5:
Arcane Armor
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

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

Grand Lodge

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

Out of Turn Hand Post after recharging 2 cards for power.

Harsk wrote:

Hand: Snow Leopard, Blessing of Milani, Returning Throwing Axe 1

Displayed:
Deck: 13 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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Erastil Blessing of the Samurai 1 Blessing of the Samurai 2 Wolfhide Armor Surgeon Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe 2 Masterwork Tools Blessing of Shax
Recharged: Blood Periapt, Arquebus
Discard Pile:
Buried Pile:

Grand Lodge Faction Reward:

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

Grand Lodge

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

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 7 Blessings Discard Deck - Blessing of the Gods
Give Card: None
Move: Stay at City Gate
Explore: Reveal City Gate Card 1 - Token of Remembrance Wisdom 5

Acquire Token of Remembrance - Wisdom DC 5: 1d6 ⇒ 5 - Success

I will discard my Snow Leopard to Explore City Gate Card 2 - Flaming Mace +1 (B) - Strength Melee 11. I will auto Fail

I will use my Power to examine the top of the location City Gate Card 3 - Light Crossbow +1 (2)

I will reset my hand to 5 and end my turn

I pick up the token and I feels its power, not a type of power I can use but I should be able to hand it over is needed for the right person. Looks like the City Gate may have more Items we my need on our new quest,. I send my Snow Leopard to find anything we may be able to use. She brings me back a Mace but I am not able to use and I tell her to put it back where she found it. When she leaves her tail knocks over a nice crossbow. I head over to have a look at it.

Harsk wrote:

Hand: Surgeon, Blessing of Milani, zToken of Remembrance, Returning Throwing Axe 1, Blessing of the Samurai 1

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

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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Erastil Blessing of the Samurai 2 Wolfhide Armor Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe 2 Masterwork Tools Blessing of Shax
Recharged: Blood Periapt, Arquebus
Discard Pile:Snow Leopard
Buried Pile:

Grand Lodge Faction Reward:

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

Liberty's Edge

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

Out of Turn Posting. Meliski needs to encounter copy of Giant Cockroach swarm before Seelah encounters it. Reveal Dogslicer +1 and use with Tome
"Bugs! Lots of Bugs!"

Combat Check DC8: 1d8 + 1d6 + 1 + 1d4 ⇒ (8) + (5) + 1 + (4) = 18 Success


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

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 8 Blessings Discard Deck: Blessing of Pharasma
Give Card: None
Move: Stay at Temple
Explore: Reveal Temple Card 1: Blessing of Sarenrae[/ooc]

WIS Divine Check DC 5 to acquire: 1d8 + 1 ⇒ (7) + 1 = 8 SUCCESS!

I will discard the Retriever to explore the location again:
Temple Card 2: Blessing of the Gods

I will discard the Blessing of the Gods to explore the location again:
Temple Card 3: Giant Cockroach Swarm!

I reveal the Battle Aspergillum and cast Judgment Light. Meliski waves a tome in my direction. Harsk's axe crashes through a window.

STR Combat Check DC 16 to close: 1d10 + 2d8 + 3 + 1d4 + 1d4 + 1 ⇒ (4) + (1, 3) + 3 + (4) + (3) + 1 = 19 VICTORY!

WIS Divine check DC 8 to recharge Judgement Light: 1d8 + 1 ⇒ (7) + 1 = 8

Will reset my hand to 6; end turn (flavor text to be added soon)

Seelah wrote:

Hand: Eagle Knight Dress Uniform, Longsword, Judgement Light, Retriever, Battle Aspergillum, Heavy Wooden Shield

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Judgement Light adds 1d4 and Magic trait to a combat check at my location
Judgement Light

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

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

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Katana +1, Boarding Pike, Champion's Do-Maru, Horn of Battle Clarity, Banner, Researcher, Athlete, Blessing of the Samurai, Blessing of the Gods, Blessing of Iomedae
Recharged:
Discard Pile:z-BotG, z-Blessing of Sarenrae
Buried Pile:

Liberty's Edge

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

Turn Order - Radillo, Harsk, Seelah, Meliski, Reiko
Turn 9 Blessings Deck Card 2 / Blessing of Desna
Give Card:None
Move: Temple -> General Store
Explore Top Card: General Store Card 1: Ghost. Revealing and Discarding Dog Slicer +1. Book doesn't work on Ghost. Harsk recharges Blessing of Samurai for check. Missed on first check. recharging burgler to reroll a die.

Combat Check DC12: 2d8 + 2d6 ⇒ (3, 4) + (2, 1) = 10
Reroll 1 on D6 Combat Check DC12: 1d6 + 9 ⇒ (3) + 9 = 12 Success

Free explore for location. Reveal General Store Card 2: Erlyium. Need to pause while people determine temp closes and/or decide to evade.


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

"Well met, Meliski, though it seems your companions suddenly have other places to be...." Seelah looses focus on the conversation as her eyes dart around the temple. "Did you hear that?"

Without waiting for an answer, she hurries to an alcove dedicated to Sarenrae. She tilts her head, listening. "Someting scuttles behind these walls," she whispers.

Across the temple, her dog barks at a tapestry, shattering whatever tranquility remained in the sanctified space. Seelah moves swiftly to its side and examines the piece. She swiftly pulls it to the side, expecting to find another passageway, but she discovers only a blank wall. Meliski shrugs and busies himself examining an ornate silver vase.

Seelah lets out a slow breath and almost turns away, but something stays her hand. She pulls the tapestry closer and exposes its reverse side to the light of the stained glass windows.

Bugs! Dozens, maybe hundreds of cockroaches swarm onto her arm. She lets out a shriek, half in surprise, half in warning. She hears a shoute from Meliski and assumes he’s made a similar discovery.

Seelah swings her aspergillum over and over, casting a spell for good measure. Something about a book Meliski is wielding adds purpose to her swings. And the dwarf’s call for help from the absent Harsk is answered by a glowing handaxe crashing through a window, improbably smashing a thick pile of insects, then smashing its way out of the temple through another window.

Finally, the threat is ended. Seelah looks to Meliski and confirms he had indeed fought a similar battle. She closes her eyes, draws a deep breath, and declares, “This place is safe.”

“Good enough for me!” says the dwarf, running out the door.

Should have buried the Katana +1 when the location was closed, correction below. Blessing of Sarenrae was probably used by Meliski.

Seelah wrote:

Hand: Eagle Knight Dress Uniform, Longsword, Battle Aspergillum, Heavy Wooden Shield, Blessing of Iomedae, z-Blessing of Sarenrae

Displayed:
Deck: 9 Discard: 3 Buried: 1
Notes:
Blessing of Iomedae, z-Blessing of Sarenrae

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Blessing
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons

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

Deck, Discard, Buried:
Known Top:
Middle {Order is not Known}: Boarding Pike Champion's Do-Maru Horn of Battle Clarity Banner Researcher Athlete Blessing of the Samurai Blessing of the Gods
Recharged: Judgement Light
Discard Pile:z-BotG, Retriever, zz - BotG
Buried Pile:Katana +1


Human Saboteur Ninja, Tier 6, Deck Handler

Reiko makes her way to one of the entrances to the maze, and see's its guard, a torch bearing pyromaniacal goblin.

Attempt to temp close - Bury top card: Bronzed Leather. Summon and defeat random monster: Goblin Pyro. Reveal scorpion whip, and reveal blue star for poison power.

"Oh, a goblin. My favorite thing to kill!"
Combat 8: 1d6 + 1d8 + 1d6 ⇒ (6) + (4) + (3) = 13

She crack's her whip, putting out the flame on its torch. Then runs up behind the gob and snaps its neck. Apparently it had friends, and one got a lucky bolt shot off before Reiko could slip back into the maze.

Discard Call Potion for aya damage. Nettlemaze temp-closed!



Attempt to temp close Academy
Bury Top Card - Lightning Touch 2
Arcane Check DC 6: 1d10 + 4 ⇒ (1) + 4 = 5 Fail - I have some cruddy luck

Grand Lodge

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

OUT OF TURN UPDATE - Close attempt on City Gate
Bury Top Card - Blessing of Samurai
Encounter Bandit Henchman. Recharge Surgeon. Reveal Throwing Axe.

Combat DC 8: 1d10 + 1d8 + 5 ⇒ (2) + (6) + 5 = 13 Success Gates are Temp Closed.

I see Meliski chasing after some kind of cultist looking figure. I fire a volley of arrows towards him from the gates to discourage him to come to the city.

Harsk wrote:

Hand: Blessing of Milani, Returning Throwing Axe 1

Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible:

Skills and Powers:
SKILLS

Strength 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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Erastil Wolfhide Armor Emerald of Dexterity Chakram Light Crossbow Returning Throwing Axe 2 Masterwork Tools Blessing of Shax
Recharged: Blood Periapt, Arquebus, zToken of Remembrance, Blessing of the Samurai 1, Surgeon
Discard Pile:Snow Leopard
Buried Pile:Blessing of the Samurai 2

Grand Lodge Faction Reward:

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

Liberty's Edge

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

Continuing Turn 9...Nettlemaze and City Gates are temp closed
Encounter Sinspawn.
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn. Will then Reveal Book and use Life Drain on Sinspawn. Failed first roll. Recharging Burgler to reroll d10
Wisdom Check: 1d6 + 0 ⇒ (3) + 0 = 3 Failed BYA check
Drain Life Spell DC 10: 2d4 + 1d10 + 2 + 1d4 + 1 ⇒ (2, 1) + (1) + 2 + (1) + 1 = 8 Failed first attempt
Drain Life Reroll DC 9+1=10: 1d10 + 7 ⇒ (5) + 7 = 12 Success
Recharge Drain Life DC=9+1=10: 1d10 + 2 ⇒ (5) + 2 = 7 Fail, display spell next to riffle scrolls.

For Erylium, use blessing from Seelah and reveal tome
Arcane Check DC10+1=11: 2d10 + 2 + 1d4 + 2 ⇒ (8, 3) + 2 + (3) + 2 = 18 Success

Shuffle 1 random card into deck - Dogslicer

General Store is closed. Erylium flees to Town Square, Apothecary, Academy. General Store has some items. I encounter the first one automatically and since I didn't encounter armor, item, or weapon I can encounter 2nd one.
Items at Store: 1d6 ⇒ 3

Random Item 1 is Spyglass (B) automatically gained.
Random Item 2 is Ring of Protection (2). Use blessing from Reiko for extra die.

Constitution Check DC5+1=6: 2d6 + 0 ⇒ (5, 1) + 0 = 6 Acquired

Reset Hand and End Turn

Summary: Blessing used from Seelah and Reiko. General Store is closed with 1 random item remaining. Spyglass and Ring of Protection Aquired. Villain fled to another open location.

Meliski wrote:

Hand: Fox, zSpyglass, zRing of Protection, Sihedron Medallion, Binder's Tome

Displayed: Riffle Scrolls, Life Drain
Deck: 11 Discard: 1 Buried: 0
Notes: Tome in hand..reveal for 1d4 combat/cha. Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible.
Fox, zRing of Protection, Sihedron Medallion
Be sure to confirm before using card Sihedron Medallion and beyond

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [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, Discard, Buried:
Known Top:
Middle {Order is not Known}: Blessing of Milani Blessing of Abadar Blessing of the Spellbound 2 Armor of the Sands Burgler Dilettante Cure 1 Burning Snot Fire Snake Cure 2 zDogslicer +1
Recharged:
Discard Pile:Blessing of the Spellbound 1
Buried Pile:

Liberty's Edge Reward:

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


Human Saboteur Ninja, Tier 6, Deck Handler

Recharge botQ on Mel's turn.

As the gods smile down on Reiko, she continues her hunt through the nettles.

Explore card 1: Skeleton. Evade. Discard b.o. Kofusachi to explore again.

Reiko sees a Skeleton down one path, but decides to move on to better prey.

Random explore: 1d8 ⇒ 4 Scarecrow Golem

Golem party! Each other location gets to deal with one as well For mine, we'll reveal scorpion whip, and reveal blue star for poison power, and banish it (discard due to kit) for its own power.

Combat 12: 3d6 + 1d8 ⇒ (5, 3, 3) + (1) = 12 Exact!

1 to 50 of 1,119 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of the Runelords by zeroth_hour All Messageboards

Want to post a reply? Sign in.