[ACG] [OutPost I] Cartmanbeck's Season of the Righteous Adventure 1: Herald's Chosen (Inactive)

Game Master cartmanbeck

Herald's Chosen: Scenario 1-2A: The Frogs
The current scenario's adventure deck number is: 1

Wenduag:
Wenduag
Henchman Monster 1

Traits
Mongrel
Ranger

Check
Combat
0

Powers
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor:
Mongrel Traitor
Henchman Monster 1

Traits
Mongrel
Soldier

Check
Combat
0

Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Gangrel Fiendsplicer:
Gangrel Fiendsplicer
Villain Monster 2

Traits
Mongrel
Demon
Wizard

Check
Combat

THEN
Combat

Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.


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Welcome to the Worldwound! We expect your stay will be an
eventful one.
The Worldwound is a land controlled by demons. It
was once called Sarkoris, a thriving land of great commerce
and knowledge. Then the machinations of demon lords ripped
it open, leaving a gap through which all manner of nightmares
enter our world.
In the aftermath of this invasion, the nation of Mendev
refuses to surrender. Mendev has marshaled four crusades
against the demons, though each has been inconclusive. The
Fourth Crusade is ongoing, and some progress has been made.
The frequency of incursions has lessened, leading some to
speculate that victory is within Mendev’s grasp. A few troubled
souls say this is just the calm before an even greater storm,
but they are typically silenced, brushed aside by the citizenry’s
newfound wave of confidence.
You have arrived at the gleaming city of Kenabres, the
crown jewel of Mendev. While the Worldwound is beset with
the demons from the Abyss, Kenabres stands strong. Once
damaged by the demon lord Khorramzedah, Kenabres has
recovered from its wounds. Crusaders meet here to test their
might against each other, knowing what they learn will soon
prove valuable against their foes. High Queen Galfrey has come
to Kenabres, secure in the knowledge that this great city will
never be brought low by the forces of evil.
The queen knows of a recent discovery that could save the
Worldwound from its plight. She believes there is a way to
close the maw to the Abyss, although she has kept the details
confidential. As part of this plan, she has recruited a council
of powerful heroes who can find solutions to the problems
troubling her realm.
With the queen’s arrival has come enhanced security.
Crusaders now patrol the walls of Kenabres in greater
numbers, and visitors are being checked at the city gates by
oracles who have talents for detecting demonic spies. Both of
these strategies have proven effective, but the most notable
enhancement is the presence of the Herald of Iomedae, the
goddess’s mighty servant.
This herald is known as the Hand of the Inheritor because
he sits at the right hand of the goddess Iomedae. The goddess
has taken a personal interest in the Abyssal incursions into our
plane, and she manifests her dismay through the Herald. Of
course, his dismay will manifest through you and the other
heroes of Queen Galfrey’s council. You have heard the Herald’s
trumpet, and you have embraced his cause.

During this Adventure: The servitor demon is the henchman Demonling.

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I seek your aid in destroying the information network used
by demons in Kenabres,” the Herald says. “If you can
discover where the demons are arriving in the city, you can
cut off their reinforcements. That should buy Queen Galfrey’s
council enough time to locate the treasure we need to close
the Worldwound.”
Tonight, you’re on patrol as members of the Eagle Watch,
seeking the malefactors behind a series of attacks on crusaders.
Survivors of those attacks reported that they fought off
minotaurs—beasts whose eyes burned with Abyssal fire. Most
likely, they’re low-ranking quislings of the demon prince
Baphomet. The crusaders forced them back to Kenabres’s
labyrinthine sewers, although that may be a hollow victory.
After all, minotaurs are adept in mazes.
Your quest has led you to the area around the Watchtower on
the bulwark of the city. If the bulwark has been breached, that
could delay the city’s response to attacks. Your contacts in this
area have spread word of a pitborn witch named Faxon who’s
been rallying the demons to his side. Seek out this witch and
bring him in for questioning. The Herald would have words
with him.
You have one great advantage over the sinister Faxon. The
Herald is not one to simply dispatch his allies and leave them
to the mercy of the Abyssal horde. You can summon him
once you’ve unearthed a major threat against the citizens of
Kenabres. The Hand of the Inheritor awaits your call.

During this Scenario:
Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.
During the first exploration of each turn, damage dealt is
decreased by 1.

Cohort:

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

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During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:

Abyssal Rift
Traits: Abyssal
At This Location: Being the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:


Male

Hello to one and all -- I'm excited for this.

CMB - wow. Running 3 games. With 2 kids & serious job & being VC -- I'd love to take a game off your hands, but lacking your super-human time management skills, I'm afraid I can't. Really hope this goes well.

To the party:
- Please give us a user-friendly moniker. (Please call me Robert, my real-world name). Some of y'all handles are mouthfuls.
- PLEASE type the difficulty of the check in your dice roll. That is:
PLEASE DO:
Charisma 9: 1d10 + 2 ⇒ (8) + 2 = 10 <-- I know what your challenge was
PLEASE DO NOT DO:
Int: 1d6 ⇒ 6 <-- I have to scrunge up what you faced to know
(EDIT: Whoah! Nice rolls. Hope that keeps up. If that's a consequence of the website overhaul, I take back everything I said.)

As a group, we're a lock on Con/Fort, weirdly strong in Survival, and Int-challenged. Pretty solid otherwise.

We want a Divine character at Canyon, I think, although Wrath blessings are a crapshoot.
Alase (me) is thinking of going to Wounded Lands.
I have a synergy power with others at my location, so another strong Survival character is welcome to join me.
Our best shot with dealing with Maze is probably starting someone or ones there and staying till it's closed.

CMB -- Villain? Scenario objectives?

Posting hand tomorrow, got to dredge my cards out of storage. (Don't ask.)


Hey everybody. My first play-by-post game... really of any type. I'm ecstatic to try out a new way to get in more PACG in a week! Please let me know if I'm off about any kind of online/PbP protocol - happy to fix it.

Speaking of... for user-friendly handles, if Tomehound's too long to type (and I abbreviate everything anyway, so why not), how about TH for a handle?

On to gameplay:

I'm considering heading to either the Guardpost or the Forsaken Cloister... only got one weapon in Yoon's deck, and the prospect of banishing it makes me all kinds of sad. Figure I stand a decent chance of knocking down the mandatory summons at either locations if it comes to that, though.

Silver Crusade RPG Superstar 2014 Top 16

@Robert: the villain is listed all the way at the top as part of the campaign header (as are the henchmen and the servitor demon).

This one is a standard "catch the villain" type scenario.


M Human Computer Geek 12

Hi! I'm new to PbP as well and still getting organized, but just wanted to pop in while I'm getting things ready.

I'm playing Angban, who is good at shooting things and avoiding damage and not a whole lot else, at least not at the start.

I don't mind banishing a weapon, so the Maze or the Watchtower should be fine. If I'm at the Maze I can't move away without a lot of help we probably wouldn't want to spend, but that probably isn't an issue.

I'll get my deck put together tonight.


Male

@CMB: Huh. Not going to gripe to you, considering all you have going on, but huh. Thanks.

Could you please replace the Brimorak post with Fiendish Minotaur? 'Cuz that's what we really face. Thanks again.


Male

@TH: What deck is Yoon using? I don't recall. Thanks.

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.
elcoderdude wrote:
@TH: What deck is Yoon using? I don't recall. Thanks.

Yoon will use the Occult Adventures 2 deck, I believe, which subscribers have gotten (including myself... it's awesome!)

Silver Crusade RPG Superstar 2014 Top 16

Do you guys have a turn order you'd like to use, or should we go with random order? It's totally up to you guys. If you want to go random, please each roll 1d1000.


Male

I'm down with random, unless a strategist amongst us sees reason for something else.

Init: 1d1000 ⇒ 215


M Human Computer Geek 12

Sure.

Init: 1d1000 ⇒ 468

Silver Crusade

I'm happy to start at the Canyon with my d8+3 unless Sebriel wants to do it. I think she's playing Uliah. I could also do the Cavern if I have the best strength in the party at a d10.

Init: 1d1000 ⇒ 35


Male

I (Alase) will go to the Wounded Lands.
At the start of the first player's turn, I'll display Tonbarse where he seems useful.

Alase wrote:

Hand: Stalking Armor, Blessing of the Gods 1, Eloquence, Create Pit, Sage's Journal, Enchanted Fang

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Tonbarse's location: If you are there, check his powers (and have me use 'em!)

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 ▢+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.


Male

@Eliandra, TheAmazingRando* is signed up to play Crowe in our party (d12 Str).

(BTW Eliandra - I'm really happy to be in a game with you again. :) )

*Who I will call TAR from now on, unless I hear an alternative.


Male

Remember that at the end of your turn, ANY character can bury a blessing (or we can toss a blessing from the blessing deck... yeah right) to heal you d4+1 cards (via the Herald of Iomedae).

We kept forgetting that when we played the scenario in SotR...


initiative: 1d1000 ⇒ 924

@Robert & CMB: yeah, using Yoon with the Occult 2 deck. Just got it retail, so I know it's hit some stores by now.

I (Yoon) will head over to the Forsaken Cloister.

Yoon wrote:

Hand: Sign of the Lantern Bearer, Blessing of the Gods 1, Elemental Ascetic, Blessing of the Gods 2, Mind Thrust

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: That's 3x blessings in my hand (Sign of the Lantern Bearer is a new Occult 2 blessing)... feel free to use the Blessings of the Gods if somebody needs one
Location: Forsaken Cloister
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Silver Crusade

elcoderdude wrote:

@Eliandra, TheAmazingRando* is signed up to play Crowe in our party (d12 Str).

(BTW Eliandra - I'm really happy to be in a game with you again. :) )

*Who I will call TAR from now on, unless I hear an alternative.

Aw, thanks, Robert! Good to be playing w you too!

I’m didn’t realize Rando was playing Crowe. I guess I’ll start at the Forsaken Cloister, where I have a good chance of getting the blessings.


M Human Computer Geek 12

I think I'll go to the Watchtower then.

Angban wrote:

Hand: Crowbar, Matchlock Hackbut, Scale Mail, Tower Shield

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

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2

Favored Card: Weapon or Armor (chose Weapon for this game)
Hand Size 4 [ ] 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[ ] Gain the skill CRAFT: INTELLIGENCE +3.


Male

TH: Most likely you're the first player. Feel free to explore multiple times. I'll be putting my eidolon cohort Tonbarse at your location. That means:
When you encounter a bane, I can give you a card. I'm holding 2 spells I don't exactly need (Create Pit, Enchanted Fang). Note I'm Arcane like you.
Moreover, if I play my BoG on your check, I'll recharge it. (I've 5 blessings in my deck).

CMB, on the first player's turn I display Tonbarse at Forsaken Cloister, where TH is.

Silver Crusade RPG Superstar 2014 Top 16

Okey dokey guys, I'm gonna get us started tonight since I'll be traveling for most of tomorrow. As far as turn order, I put Sebriel right after Tomehound (since I know they will often be posting together) and I stuck Rando last.

Need starting locations from Sebriel and Rando.

Turn order:
Yoon/Tomehound
Uliah/Sebriel
Angban/Parody
Alase/Robert
Korundo/Eliandra
Crowe/Rando

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 1 Yoon/Tomehound

Top of Blessing Discard Pile: Blessing of Abraxas

Top Blessing:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 12 Angban)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 13 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 (Turn 14 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 5 (Turn 15 Crowe)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 16 Yoon)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 17 Uliah)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 8 (Turn 18 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 9 (Turn 19 Alase)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 10 (Turn 110 Korundo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom 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.

Blessings Deck Card 11 (Turn 111 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 12 (Turn 112 Yoon)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 13 (Turn 113 Uliah)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 14 (Turn 114 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 15 (Turn 115 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 116 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 117 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 18 (Turn 118 Yoon)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 119 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 120 Angban)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 121 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 122 Korundo)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 23 (Turn 123 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 24 (Turn 124 Yoon)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 25 (Turn 125 Uliah)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 26 (Turn 126 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 27 (Turn 127 Alase)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 28 (Turn 128 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 29 (Turn 129 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Guardpost Card 1:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Guardpost Card 2:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Guardpost Card 3:
Cave Lizard
Monster B

Traits
Animal
Basic

Check
Combat
11

Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.

Guardpost Card 4:
Teamster
Ally B

Traits
Human
Hireling
Basic

Check
Constitution
Fortitude
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

Guardpost Card 5:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Guardpost Card 6:
Heavy Pick
Weapon C

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Guardpost Card 7:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Guardpost Card 8:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Guardpost Card 9:
Brimorak
Henchman Monster C

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 10:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Maze Card 2:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Maze Card 3:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 5:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Maze Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Angban/Parody

Watchtower Card 1:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 2:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 3:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Watchtower Card 4:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Watchtower Card 5:
Bat
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Watchtower Card 6:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Watchtower Card 7:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 8:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Watchtower Card 9:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 10:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
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.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
Located here: Yoon/Tomehound, Korundo/Eliandra, Tonbarse

Forsaken Cloister Card 1:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Forsaken Cloister Card 2:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
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.

Forsaken Cloister Card 3:
Padded Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Forsaken Cloister Card 4:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Forsaken Cloister Card 5:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Forsaken Cloister Card 6:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Forsaken Cloister Card 7:
Brimorak
Henchman Monster C

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 8:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Forsaken Cloister Card 9:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Forsaken Cloister Card 10:
Sagacity
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Wisdom 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.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Alase/Robert

Wounded Lands Card 1:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Wounded Lands Card 2:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Wounded Lands Card 3:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Wounded Lands Card 4:
Potion of Restoration
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
7

Powers
You may not play this card during an encounter.
Display this card to choose a character at your location to draw 2 cards from his deck. At the end of the turn, banish this card.

Wounded Lands Card 5:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Wounded Lands Card 6:
Cambion
Monster C

Traits
Outsider
Demon
Elite

Check
Combat
12

Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.

Wounded Lands Card 7:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Wounded Lands Card 8:
Hand Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.

Wounded Lands Card 9:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Wounded Lands Card 10:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 2:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Cavern Card 3:
Glaive +1
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Cavern Card 4:
Stalking Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Cavern Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Cavern Card 6:
Mongrel Wizard
Monster B

Traits
Mongrel
Wizard
Elite

Check
Combat
0

Powers
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.

Cavern Card 7:
Book of the Loremaster
Item C

Traits
Book
Basic

Check
Intelligence
Knowledge
5

Powers
Discard this card to add 1d6 to any Knowledge check by a character at your location. After playing this card, you may succeed at an Intelligence or Knowledge 7 check to recharge this card instead of discarding it.

Cavern Card 8:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Cavern Card 9:
Researcher
Ally B

Traits
Human
Hireling
Basic

Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

Cavern Card 10:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Abyssal Rift
Traits: Abyssal
At This Location: Being the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

Abyssal Rift Card 1:
Corrupted Crusaders
Barrier C

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Abyssal Rift Card 2:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift Card 3:
Create Pit
Spell B

Traits
Magic
Arcane
Trap
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Abyssal Rift Card 4:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 5:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 6:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 7:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 8:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 9:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 10:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1

Canyon Card 1:
Scythe
Weapon B

Traits
Scythe
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as a 5.

Canyon Card 2:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Canyon Card 3:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 4:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
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 damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. 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.

Canyon Card 5:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Canyon Card 6:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 7:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 8:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 9:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Canyon Card 10:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

Liberty's Edge

Sorry for being relatively late to the party, everyone. I was at a con all weekend and just got around to this. I will accept being last in the turn order as penance. And as Eliandra and CMB have surmised, Rando is probably the easiest shorthand for my handle.

I'll start at the Cavern, since that Strength check is right up my alley.

Crowe wrote:

Hand: Hammer, Rapier, Explorer's Staff, Blessing of the Gods 1, Compass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I have a blessing if anyone needs it.

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.


Hi All! I am playing Uliah, so I am happy to start at the Canyon.


Also, please bear with me. I am new to play by post. I will catch on pretty quickly, (I hope).

Uliah wrote:

Hand: Strength, Scimitar, Camel, Long Sword, Tussah Silk Coat,

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

Skills and Powers:
SKILLS

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

Hand Size: 5 []6
Favord Card Type: Ally
Proficient With Light Armors Heavy Armors Weapons
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


1st exploration of the game! Wooo!

It's a Blessing of Ascension

I'm going to use one of my BotG

Charisma 6: 2d8 ⇒ (4, 6) = 10

Cool. Looks like I got it. I'll use it to explore again.

Well crap. It's Sacred Weapon. Can't make a Divine 6 check, and I don't really want to burn more resources this early. Guess that's my turn.

Yoon wrote:

Hand: Sign of the Lantern Bearer, Compass, Elemental Ascetic, Blessing of the Gods 2, Mind Thrust,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Feel free to use my Blessing of the Gods or my Lantern Bearer if you need it - though I'm hoping to get some use out of the other Sign blessing I've got in here somewhere.
@Robert: sorry, lost track of what you'd posted... probably would have been better for me to use your rechargeable BotG. Whoops! Still getting the hang of the medium.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Okay. My Blessing from the Blessings Deck is Blessing of Ascension

I encounter the first card. It is Scythe .

It is a Strength/Melee 9, which my d6 + 2 just won't do. I don't want to use any resources for this b weapon, so I fail to acquire it, and end my turn.

Uliah wrote:

Hand: Strength, Scimitar, Camel, Long Sword, Tussah Silk Coat,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: If you need the strength spell, feel free to use it for +3 to any and all strength checks for that turn.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5
Proficient With Light Armors Heavy Armors Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.


M Human Computer Geek 12

All righty!

Flipping the Blessings deck reveals a Blessing of Iomedae.

I display my Tower Shield.

Sadly, the first card in the deck is a Mad Knight, so I can't use the Hackbut. Not good odds without a couple of Blessings. Let's see how bad the penalty is:

Tower Shield Penalty: 1d4 ⇒ 4 for a total of 17. Not worth it.

Combat (Strength): 1d8 ⇒ 8. Given how bad my draw was, I discard my three remaining cards for damage. At the end of the turn I recharge my Tower Shield and draw back up to 4.

Angban wrote:

Hand: Wheellock Pistol 2, Arquebus, Blessing of the Gods 3, Hide Armor,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Feel free to use the Blessing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d8 [ ] +1 [ ] +2 [ ] +3
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2

Favored Card: Weapon or Armor
Hand Size 4 [ ] 5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[ ] Gain the skill CRAFT: INTELLIGENCE +3.


Male

Morning, y'all.

We didn't go over timezones:
I know Eliandra, CMB and I are all US EST. Others?

Also, schedules:
Mine's slightly atypical. I'm usually awake 4 AM to 830 PM. (There are reasons). I'm at work 8 AM to 5 PM. I won't always be able to do a long post during the workday, except during lunch, although I can monitor the game.

CMB is running 3 games, so we'll have to be flexible in taking turns without an updated post.

Also, please pay attention where my eidolon Tonbarse is, because CMB won't always be able to post an update, and Tonbarse moves alot.


Male

Hmmm. I'm feeling we've starting out a little behind. Less than auspicious.

FYI Parody's weapon in hand Matchlock Hackbut is a rifle on a tripod, which stipulates it can't be used against a monster with a BYA power, which is why he had to fight the Mad Knight with his hands. (The upside is Angban can bury the Hackbut for Ranged+2d12 and then recharge it.) (Parody, I think difficulty was 18, because it's +AD).

Alase at Wounded Lands.
My blessing is Ascension.

Start of turn:
Tonbarse sniffs out the top card at the Forsaken Cloister, which is a Padded Armor, an Armor B.
The Forsaken Cloister shuffles .
(In a campaign, I think my first power feat would be to make this optional, for ease of PBP gameplay.)

I summon my faithful Tonbarse to my side at Wounded Lands, and display him there.

Explore.

Retainer, a B ally.
This would be useful:
Charisma 4: 1d10 ⇒ 8
Acquired.

Discard Retainer to explore:
Spiked Pit Trap. I used Tonbarse's power to recharge Pit Trap (ironically) because I think I have more useful cards.

Reveal Stalking Armor for +2, and so looking at d8+4 vs Perception 8.
Losing would be A Bad Thing, so via my power, recharging my BoG for a die.
Perception 8: 2d8 + 4 ⇒ (7, 2) + 4 = 13
Defeated.

Defeating Spiked Pit Trap gives an explore:
Boom. Henchman, Fiendish Minotaur.
(Aside: CMB - why not build the decks with the proxied henchman? Radical idea. Just occurred to me. Not for this scenario, but going forward.)
No BYA because it's not my first explore.
(Aside: gang that's a 2nd reason why we want to explore as much as possible, the 1st reason being that in 6-player you want to average 2 explores at least.)
Can't see any way to make 9 Knowledge/Int check or add Acid/Electricity/Force.

Tonbarse & I jump him, using my Arcane skill+AD. I display Eloquence for a +3. I reveal the Sage's Journal for +d4.
Using TH Sign of the Lantern Bearer, which adds a die.
Combat 14: 2d10 + 1d4 + 6 ⇒ (4, 2) + (4) + 6 = 16
Defeated. (WTH, d10s??)

Taking Rando's BoG for the close
Survival 8: 2d8 + 2 ⇒ (6, 4) + 2 = 12

Wounded Lands closed.
Burying Enchanted Fang. (Totally forgot this closing power when, thinking how clever I was, I recharged the nearly useless Pit Trap. Dang.)

After admonishing everyone to explore, I hoovered your explorations out of your hands... but hey, Chadturn!

Recharging Eloquence:
Charisma 8: 1d10 + 5 ⇒ (9) + 5 = 14

End of turn -- I was going to summon Tonbarse, but reconsidered. Tonbarse will stay by my side at Wounded Lands.

Drawing up:

Alase wrote:

Stalking Armor, Black Spot, Blackwing Librarian, Amulet of Life, Sage's Journal, Crow

Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: Black spot for -2 difficulty to defeat a monster

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 ▢+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.


Male

TL;DR

Forsaken Cloister shuffled.
CMB - I acquired Retainer from Wounded Lands.
TH - I used Sign of the Lantern Bearer.
Rando - I used your BoG.
Wounded Lands closed.
Tonbarse is still at Wounded Lands.


Male

Just occurred to me -- I choose Alase because Keith looked like she was so much fun in Mummy's Mask.

While Tonbarse's examining location decks is all upside/no downside in Wrath, it just occurred to me that those damn Demonic Hordes/Arboreal Blights can give me 1 to 6 off-turn combats, and until AD4 I can't pull Tonbarse back off-turn. Dang. I'll probably need to join up with folks to share Tonbarse, rather than pass him around. (So hey, CMB -- making your life easier.)


Male

Is Maze really supposed to only have 6 cards? (I can't remember.)

Silver Crusade

Okay, I choose to add 1d4 to my checks invoking the animal trait, then I explore! Card: 1d8 + 2 ⇒ (8) + 2 = 10 Sagacity. Decent to have, but just a B.

Divine 6: 1d8 + 3 ⇒ (6) + 3 = 9

Mine. Oh, I forgot to display Python, so I’ll do it now. Then I guess Crow to go again. Card: 1d9 + 2 ⇒ (5) + 2 = 7 It’s a Brimorak! But it’s not a Brimorak; it’s a Fiendish Minotaur. Gimme a sec while I go check out its stats. Looks like a Combat 14 for me. Gonna reveal Vulture to use my survival +1d6 and play Sagacity and the Frilled Lizard.

Combat 14: 1d8 + 1d6 + 3d4 + 5 ⇒ (2) + (6) + (4, 3, 2) + 5 = 22

Dead. Now I must fight a Demonling. Tomehound, you have to fight one too.

Combat 11: 1d8 + 1d6 + 1d4 + 5 ⇒ (3) + (3) + (1) + 5 = 12

Done. If Tonbarse beats his, Forsaken Cloister is closed.

End of turn, attempt to recharge Sagacity.

Divine 8: 1d8 + 6 ⇒ (3) + 6 = 9 Done.

Hand: Enchanted Fang, Call Animal, Vulture, Blessing of the Ancients
Deck: 10 Discard: 2 Buried: 0
Displayed: Python Notes:

Skills & Powers:
SKILLS
STRENGTH
d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
.Melee: Strength +2
DEXTERITY d6 [ ]+1  [ ]+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3  
INTELLIGENCE d4 [ ]+1   
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
.Divine: Wisdom +3
.Survival: Wisdom +2 
CHARISMA d4 [ ]+1 [ ]+2

POWERS HAND SIZE 4 [ ] 5 [ ] 6   
PROFICIENT WITH Light Armors  [ ] Heavy Armors  Weapons
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.

For your combat check, you may reveal a card that has the Animal trait to use your Survival skill +1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.

[ ] Add 1d4 to your check that invokes the Animal trait.
FAVORED CARD ALLY or SPELL

 

Silver Crusade

elcoderdude wrote:
Is Maze really supposed to only have 6 cards? (I can't remember.)

Yeah, Maze only has 6 cards. In the box set, I think it’s only summoned and created.


Male

I'm totally down with sending Tonbarse to the Forsaken Cloister to fight a Demonling for the close, but I'm not quite sure how we pull that off, mechanics-wise...

:)

Two Chadturns* definitely help catch us up, though.

*Refers to the Lone Shark design team member Chad Brown, for his propensity to close a location on his first turn (as I understand it). A Chadturn is not just closing a location in one turn - it's on your first turn.

Liberty's Edge

Wow, I go to sleep for the night, and everything ever happens. In terms of timezone, I'm US EST as well.

Discarding BoG for Robert. My Blessing is Abadar. Exploring the Cavern. It's a Fiendish Minotaur, cleverly disguised as a Brimorak. And this is the first exploration of the turn. Time to see if the virtual dice like me.

Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3

...That's ok. I didn't need cards anyway, I guess. 2d4 is a little better than 1d6, so I'll be hanging on to just my Rapier. It's a little off thematically, but I'll survive. Then I'm burying it for the power that I assume is supposed to be my bloodrage. This conveniently adds the Force trait, which gives me an extra +3.

Combat 14: 1d12 + 1 + 2d4 + 1d10 + 3 ⇒ (8) + 1 + (1, 1) + (3) + 3 = 17

And I get to close. It's a Strength check. I'll use Parody's BoG to help guard against the d12 betraying me.

Strength 6: 2d12 ⇒ (6, 9) = 15

I apparently didn't need that. Well, better safe than sorry. The Caverns are closed. Hooray another Chadturn! Hopefully this assuages Robert's concerns that we're a bit behind. And I always thought the Chad in Chadturn referred to a certain player who used to show up at Hawkcons. Anyway, now I move to a random open location.

Location: 1d5 ⇒ 1

Apparently I'm at the Guardtower now. CMB, would you mind getting me the full text of the Corrupted Soldier, since I'm going to be fighting one next turn and don't see it here? Ending turn now.

Crowe wrote:

Hand: Spellcharger Jerkin, Longsword, Lightning Touch, Blessing of the Gods 4, Quarterstaff,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes: I have a blessing if anyone needs it.

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.


Male

Soooo many Chadturns....

Rando:
1) Was the certain player a hulking, friendly, bearded giant? Might be one and the same.

2) The scenario has a character-friendly power that reduces all damage by 1 during your first exploration. You only lost 1 card to BYA damage, if you want to retcon*.

3) I have this for Corrupted Soldier. It's from a playtest database, so may not be 100% accurate. CMB, correct me if wrong (although, you're using the same DB, I figure):

Corrupted Soldier wrote:

Henchman/Monster/Human/Soldier/Veteran

Check to Defeat
Combat 9
OR
Charisma/Diplomacy 6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.

*I've been using the term "retcon" for ages to describe changing your turn after you post it (sometimes long after), without asking myself what the origin is. Someone told me: retroactive continuity. Sci-fi series are famous for this.


Male

Tomehound, you're up.

First thing:
Eliandra beat the Fiendish Minotaur and a Demonling at the Forsaken Cloister, so we need to fight a Demonling there. This is during Eliandra's turn, so the blessing is Ascension. If you defeat the Demonling, Forsaken Cloister closes and we went 3 for 3 for Chadturns. No pressure.

(Note you can't use Parody's BoG because Rando used it during the turn after you.)


1 person marked this as a favorite.
M Human Computer Geek 12
elcoderdude wrote:

3) I have this for Corrupted Soldier. It's from a playtest database, so may not be 100% accurate. CMB, correct me if wrong (although, you're using the same DB, I figure):

Corrupted Soldier wrote:

Henchman/Monster/Human/Soldier/Veteran

Check to Defeat
Combat 9
OR
Charisma/Diplomacy 6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.

This matches what you can find in Google Image Search. (Having a custom search isn't as good as a database, but it's something. :)

Silver Crusade

1 person marked this as a favorite.

Chadturn is definitely named after a different Chad than the Lone Shark dev. The one it is named after used to play PACG in the Baltimore region. But I enjoy that the term has gained sufficient popularity that its etymology is in question. :-D


Male

Shows what I know. (How many Chads are there in the world?)

I try to start every Monday morning with being dead cold wrong about something (ideally, something trivial).

Tomehound's turn. (TH, see my post to you above.)

Liberty's Edge

This is what I get for taking my turn before my morning caffeine. Here's my updated hand, with one damage untaken.

Crowe wrote:

Hand: Spellcharger Jerkin, Longsword, Lightning Touch, Blessing of the Gods 4, Compass,

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: I have a blessing if anyone needs it.

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Silver Crusade RPG Superstar 2014 Top 16

Okey doke, so I'm going to post an update here that does NOT take into account the Forsaken Cloister likely being closed if Tomehound defeats a Weakling Demonling.

Also, the above-posted text is what I have for the Corrupted Soldier, so have at it.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 7 Yoon/Tomehound

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 71 Uliah)
Spoiler:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 72 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 3 (Turn 73 Alase)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 4 (Turn 74 Korundo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom 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.

Blessings Deck Card 5 (Turn 75 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 76 Yoon)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 77 Uliah)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 8 (Turn 78 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 9 (Turn 79 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 710 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 11 (Turn 711 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 12 (Turn 712 Yoon)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 713 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 714 Angban)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 715 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 716 Korundo)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 17 (Turn 717 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 18 (Turn 718 Yoon)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 19 (Turn 719 Uliah)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 20 (Turn 720 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 21 (Turn 721 Alase)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 22 (Turn 722 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 723 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Crowe/Rando,

Guardpost Card 1:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Guardpost Card 2:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Guardpost Card 3:
Cave Lizard
Monster B

Traits
Animal
Basic

Check
Combat
11

Powers
If defeated during your exploration, you may explore your location.
If undefeated, shufle the Cave Lizard into a random open location.

Guardpost Card 4:
Teamster
Ally B

Traits
Human
Hireling
Basic

Check
Constitution
Fortitude
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

Guardpost Card 5:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Guardpost Card 6:
Heavy Pick
Weapon C

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Guardpost Card 7:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Guardpost Card 8:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Guardpost Card 9:
Brimorak
Henchman Monster C

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 10:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Maze Card 2:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Maze Card 3:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 5:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Maze Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Angban/Parody

Watchtower Card 1:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Watchtower Card 2:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Watchtower Card 3:
Bat
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Watchtower Card 4:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Watchtower Card 5:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 6:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Watchtower Card 7:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 8:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
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.

Watchtower Card 9:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 10:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:0
Closed
Located here: Yoon/Tomehound, Korundo/Eliandra,

Forsaken Cloister Card 1:
Padded Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Forsaken Cloister Card 2:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Forsaken Cloister Card 3:
Wand of Cancellation
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
9

Powers
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again.
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it.

Forsaken Cloister Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Forsaken Cloister Card 5:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Forsaken Cloister Card 6:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
Traits: Abyssal
At This Location: Being the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

Abyssal Rift Card 1:
Corrupted Crusaders
Barrier C

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Abyssal Rift Card 2:
Brimorak
Henchman Monster B

Traits
Outsider
Demon
Veteran

Check
Combat
12

Powers
The Brimorak is immune to the Electricity and Fire traits. The difficult to defeat the Brimorak is increased by twice the scenario's adventure deck number. All damage dealth by the Brimorak is Fire damage.
After you act, if the check to defeat the Brimorak had the Piercing or Slashing trait, the Brimorak deals 2 Fire damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift Card 3:
Create Pit
Spell B

Traits
Magic
Arcane
Trap
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Abyssal Rift Card 4:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 5:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 6:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 7:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 8:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 9:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 10:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni

Canyon Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
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 damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. 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.

Canyon Card 4:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Canyon Card 5:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 6:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 7:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 8:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Canyon Card 9:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.


Okay, cool. First things first, I'm on East Coast time too, but my playable hours are usually something like 3:30 PM -> 10:30 PM, so I'll be an afternoon poster kind of person.

With scheduling out of the way, on to business!

Discarding Sign of the Lantern Bearer for Robert

To address the Demonling in the room:

I'm not going to be able to beat a Wisdom / Perception 7 check without help, so I'm going to just assume the fail and be unable to evade the encounter (oh no!) and add +3 to the difficulty of the Combat 8 check.

I'm going to use Yoon's power to reveal Mind Thrust (a spell) and use my Fortitude (d10 + 2) + a d8, and add the Fire, Attack, and Magic traits. Because this is going to determine whether we've closed the location, I'm going to recharge my Elemental Ascetic to get 1d6 on my Fortitude check and hopefully nail this thing.

Combat 11: 1d10 + 1d8 + 1d6 + 2 ⇒ (7) + (1) + (1) + 2 = 11

Ooh, that was closer than I'd like! Still, got 'em.
Forsaken Cloister is officially closed!

Now, on my turn:

Blessings Deck is Blessing of Abadar

I guess I'll head over to the Guardpost, because my logic about not wanting to banish my one weapon still stands, and (Demonling aside), I can fight pretty well without expending resources.

First explore is a Helm, which requires a Con/Fort 3 to acquire. I literally cannot fail to get this, but I like rolling so:

Constitution/Fortitude 3: 1d10 + 2 ⇒ (5) + 2 = 7

Now, I'm going to discard my Compass to explore again.

It's Scale Mail, which is a Con/Fort 4 check to acquire.

Sure, why not - I don't have armor by default, so I guess more won't hurt.

Constitution/Fortitude 4: 1d10 + 2 ⇒ (6) + 2 = 8

Aaand I've got Scale Mail. Now this small girl-child is waltzing about a Guardpost smack-dab in the middle of a Hellscape with scale mail and a helm that she's somehow managed to dig out of nowhere. Wheee! Burn baby burn!

Just to really try to drive this home, I'm going to explore one more time with my BotG (I've got a decent-but-slightly-costly heal mechanic, so I'm willing to dig just a bit more than I normally would)

It's a Cave Lizard! Combat 11, and it lets me explore again if I defeat it!

I reveal Mind Thrust for my combat check, giving me 1d10 + 1d8 + 2, which is more-or-less expected value. Aaaand I've got plenty of armor now, so let's do it!

Combat 11: 1d10 + 1d8 + 2 ⇒ (2) + (8) + 2 = 12

Another one bites the dust! And... we... press... on! (using the free explore from defeating the Cave Lizard)

4th card from the Guardpost is... a Teamster. Con/Fort 7 or Cha/Dip 6. I'm not bad at Charisma, but I'm much better at Fort, so let's see how this goes...

Constitution/Fortitude 7: 1d10 + 2 ⇒ (2) + 2 = 4

And now I miss. Well, it was a good run. I think I'm going to end my turn there.

TL;DR: Defeated the Demonling from Eliandra's turn, so the Forsaken Cloister is closed.

Went to the Guardpost.

Dug through 4 cards, acquired a Helm and Scale Mail, defeated a Cave Lizard, and didn't acquire a Teamster, who then goes away.

Yoon wrote:

Hand: Scale Mail, Kami Medium, Helm, Haki Stick, Mind Thrust

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: @Rando: If you really, really need it, you can make use of my discard from the top of my deck power for combat checks.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.

Silver Crusade RPG Superstar 2014 Top 16

Well played so far, everyone!

FYI: I'm replacing the Brimoraks with Fiendish Minotaurs. Meant to do that earlier, but forgotted.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 8 Uliah/Deni

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing C

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 81 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 82 Alase)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 3 (Turn 83 Korundo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom 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.

Blessings Deck Card 4 (Turn 84 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 5 (Turn 85 Yoon)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 6 (Turn 86 Uliah)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength 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.

Blessings Deck Card 7 (Turn 87 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 8 (Turn 88 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 9 (Turn 89 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 10 (Turn 810 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 11 (Turn 811 Yoon)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 812 Uliah)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 813 Angban)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 814 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 15 (Turn 815 Korundo)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 16 (Turn 816 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 817 Yoon)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 18 (Turn 818 Uliah)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 19 (Turn 819 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 20 (Turn 820 Alase)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 21 (Turn 821 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 822 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:2 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Yoon/Tomehound, Crowe/Rando,

Guardpost Card 1:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Guardpost Card 2:
Heavy Pick
Weapon C

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Guardpost Card 3:
Recruit
Ally B

Traits
Human
Soldier
Basic

Check
Charisma
Diplomacy
3

Powers
Discard this card to add 1 to any combat check by a character at your location. If proficient with weapons, recharge this card instead.
Discard this card to explore your location.

Guardpost Card 4:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Guardpost Card 5:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 6:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Maze Card 2:
Holy Water Grenade
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to evade a bane you encounter that has the Outsider or Undead trait.
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower.

Maze Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 4:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 5:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Maze Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Located here: Angban/Parody

Watchtower Card 1:
Belthis Loumis
Ally B

Traits
Human
Hireling

Check
Craft
6
OR
Charisma
Diplomacy
9

Powers
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1. Then banish this card to add the card you set aside to your hand, or bury this card and banish that card.
Discard this card to explore your location.

Watchtower Card 2:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Watchtower Card 3:
Bat
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Watchtower Card 4:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Watchtower Card 5:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 6:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
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.

Watchtower Card 7:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 8:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
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.

Watchtower Card 9:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
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 any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 10:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Korundo/Eliandra,

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
Traits: Abyssal
At This Location: Being the scenario with this side up. Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1

Abyssal Rift Card 1:
Corrupted Crusaders
Barrier C

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Abyssal Rift Card 2:
Fiendish Minotaur
Henchman Monster C

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Abyssal Rift Card 3:
Create Pit
Spell B

Traits
Magic
Arcane
Trap
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster you encounter whose highest difficulty to defeat is 12 or lower; you may instead bury this card to put the monster on the bottom of its location deck.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding or burying it.

Abyssal Rift Card 4:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 5:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 6:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 7:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 8:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Abyssal Rift Card 9:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 10:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni

Canyon Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

Powers
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 damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. 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.

Canyon Card 4:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Canyon Card 5:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 6:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 7:
Ghoul
Monster B

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Canyon Card 8:
Carrion Golem
Monster C

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Canyon Card 9:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.


Okay, flip over the blessings deck to reveal Blessing of Ascension .

On to exploring, the first card is Giant Fly with a combat 9 check and an if undefeated situation. So here goes.

I will use my scimitar which gives me my strength melee (1d6 +2) as well as another 1d6. I will also reveal my trusted camel, who happens to be a mount, and with his assistance, add a 1d4 to my combat check. I will also give myself strength which adds 3 (just to be safe)

Combat 9: 2d6 + 1d4 + 5 ⇒ (4, 1) + (1) + 5 = 11

Okay, fly is dead. Now I need to recharge my strength spell, which I will ask my darling camel for help on that as well, so I will reveal him to add 1d4 to my Divine check.

Divine 8: 1d10 + 1d4 + 3 ⇒ (3) + (1) + 3 = 7

Well that stinks. If no one needs my BotG, I will recharge it to heal my Strength after my move step next turn. However, if you need it, feel free to take it.

That's my (less than stellar) turn. At least the fly is dead, but these dice don't like me. I will have to start working my magic on them!

Uliah wrote:

Hand: Blessing of the Gods 3, Scimitar, Camel, Long Sword, Tussah Silk Coat,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5
Proficient With Light Armors Heavy Armors Weapons
Powers:
You may reveal a card that has the Mount trait ([] or an ally) to add 1d4 ([]+1) to your combat or Divine check.
At the end of your move step, you may recharge a card that has the Divine trait to allow a character at your location to recharge a random card from his discard pile.
Add 1d8 and the Magic trait to your check ([] or to a check by a character at your location) against a bane that has the Undead trait.

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