Tomehound |
And off we go!
First things first, I must combat the Corrupted Soldier!
Since losing to henchmen is such a problem, I'm going to recharge my Elemental Ascetic to give me a 1d6 on my (combat) Fortitude check. Yay kinetic blasts!
Combat 11: 1d10 + 1d8 + 1d6 + 1d4 + 3 ⇒ (7) + (3) + (3) + (2) + 3 = 18
W00t! Aaaand it goes down! Glory to Lord Gom-Gom!
1st explore!
Leather Armor. I acquire it. My static Fortitude is higher.
With no further explores, I'm going to use Planchette, and declare that the top card of my location deck is Ally. Examining the top card, I see that it is... a Sickle. Oh well. It might've worked to get me an extra explore. At least I scouted something.
I draw back up and end my turn.
Hand: Haki Stick, Possession, Leather Armor, Gom-Gom, Sign of the Pack 1,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Feel free to use my blessing, especially for a check against a blessing - under those circumstances, it'll recharge!
Sideboard cards:
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+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 ([x] 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.
cartmanbeck RPG Superstar 2014 Top 16 |
sooo... I took my turn but when I hit submit post it went to site error thing and it looks like it didn't post. CMB can you find it or do I have to do it again? What about the dice rolls?
Unfortunately, when that happens, you're SOL. The post never happened.
It's a good practice to always select-all-copy (Ctrl-a Ctrl-c) JUST before you hit Submit, because sometimes timeouts like that can happen.
So, I would say just redo the turn. If a dice roll was WAY different the first time around, I trust you to tell us honestly and say "Okay so that rolled a 1 but I had a 10 last time, so I'm going to say it's defeated."
Cool?
Deni |
Okay, will do.
I have a blessing of Pulura.
I fight a corrupted soldier with my mount as well.
Combat 11: 1d6 + 1d10 + 1d4 + 2 + 1 + 1 ⇒ (1) + (5) + (1) + 2 + 1 + 1 = 11
He is defeated.
I try to acquire the sickle
Melee 5: 1d6 + 2 ⇒ (4) + 2 = 6
I have a sickle.
I discard my blessing to explore again.
It is a Carrion Golem.... seriously downvote on his bya and undefeated shenanigans. I discard the top two cards of my deck bya and then fight him. I recharge the war drum for a bit of help on this.
Combat 14: 1d6 + 1d10 + 1d4 + 1d4 + 2 + 1 + 1 ⇒ (4) + (6) + (3) + (3) + 2 + 1 + 1 = 20
He is defeated and I don't have to discard another two cards from the top of my deck. (Did I mention I downvote his abilities?)
End my turn, discard the sickle and reset my hand.
Hand: Tussah Silk Coat, Divine Favor, Riding Horse, Camel, Dwarven LongHammer +1,
Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d6 []+1
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 [X]+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 ([X]+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.
Parody |
Next up! I flip over a Blessing of Abraxas.
We start with a Corrupted Soldier. I'm no good at talking people down, so let's scare him off:
Combat 11: 1d8 + 1 + 3 + 1d10 ⇒ (1) + 1 + 3 + (8) = 13 Bye!
Blunderbuss Jam Check (1-2): 1d12 ⇒ 1 Oh, well.
For defeating the Corrupted Soldier, I choose to add a Weapon to the plunder boon pile.
Time to explore! I run into a Teamster who needs some help:
Fortitude 7: 1d10 + 3 ⇒ (10) + 3 = 13 ...and the Teamster is added to the boon pile.
I'm going to hold on to my Blessing for now and end my turn. I discard my Thieves' Tools and reset my hand.
Hand: Blessing of the Gods 2, Anevia Tirablade, Scale Mail, Wheellock Pistol 1
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: I'm hoping to hold on to my Blessings to go again and the Pistol (gives 1d4 to a combat at my location) to fight, but they're there if necessary.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
- Craft: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Weapon or Armor (Weapon)
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).
[X] Gain the skill CRAFT: INTELLIGENCE +3.
elcoderdude |
+1 Parody.
Can we agree that defeating a Corrupted Soldier will *always* add a Weapon to the boon pile unless the player specifically tells CMB to add an Armor? Just to keep things simple.
+1 Eliandra.
The BYA from a Carrion Golem is to discard just 1 card off your deck. But still -- how this monster got out of playtest as a B card, I'll never understand.
elcoderdude |
Alase and Tonbarse at GP. Blessing is Shelyn.
Start of turn, I draw Tonbarse, who scouts the top location card:
Mandragora
Monster 1
Traits: Plant
Check: Combat 11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealt Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
I debated leaving him there, because unlike most of the party, if I lose to this overgrown sibling of a Venus Fly Trap, no one takes AYA damage. Still, the point of grouping up is to close early, so Tonbarse shuffles the GP location deck.
Display Tonbarse at GP.
Still start of turn: I encounter a Corrupted Soldier.
My unaided combat is d10+4, for 7 average. My unaided Charisma check is d10+1, for 6 average. CS check to defeat is Combat 11 or Charisma/Diplomacy 8. This is going to be an interesting scenario.
If I had my armor, I'd just play Eloquence and chance it (9 avg vs 8 check), but 3 damage is a lot. [EDIT: Did I forget I was holding Stone Skin? Yes, I did.]
Recharge Iomedae & try to calm the man down:
Charisma 8: 3d10 + 1 ⇒ (1, 5, 5) + 1 = 12
Corrupted Soldier defeated. Add a boon to the boon pile (I'm suggesting this always be Weapon by default unless Armor is request.)
Explore.
Rolling for the next card using the same numbers as the post, because otherwise I get confused:
Card: 1d6 + 4 ⇒ (4) + 4 = 8
Flaming Heavy Pick, Weapon C.
I'm not making a Strength 12 check, so:
The original card 8 is banished.
Exploring with my blessings might not be the best use of them, but I'd like to draw my armor, so I'll discard a BoG to explore.
Card: 1d6 + 4 ⇒ (1) + 4 = 5
Mandragora, Monster C.
Y'know, right before I Previewed this, I was certain this would be the result.
Recharging Blessing of Pharasma & sicing Tonbarse:
Combat 11: 2d10 + 4 ⇒ (10, 6) + 4 = 20
Attaboy. Defeated.
The original card 5 is banished.
End of turn: Draw Tonbarse to scout the deck. The original cards left are: 6 7 9 10 (Dude is really hiding.)
Card: 1d4 ⇒ 4
Card 10, which is an Apprentice, Ally B. Where is that soldier?
Shuffle GP again
Recap:
SOT Corrupted Soldier defeated, Weapon added to boon pile.
Card 8 (Flaming Heavy Pick) banished.
Card 5 (Mandragora) banished.
Location shuffled.
Draw up:
Create Pit, Good Omen, Eloquence, Stone Skin, Stalking Armor, Sage's Journal
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: If you lose a CS fight w/o armor, use Stone Skin (-4 damage for 1 turn). GO: +2 aquire check
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+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 (x 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.
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.
Since there are zero barriers (which I had forgotten until Parody heaved Thieves' Tools like it was an obvious choice):
At the start of Eliandra's turn, I display Tonbarse at the next location, Guardpost 2.
Eliandra Giltessan |
Start of my turn, I declare my hand size to be 5, then I head to GP#2 and explore! Spellcaster’s Shield.
Divine 6: 1d8 + 4 ⇒ (6) + 4 = 10 It goes in the pile!
Ascension is on top, so I recharge Ancients to examine (scythe) then explore.
Melee 9: 1d10 + 2 ⇒ (7) + 2 = 9 It goes in the pile, too.
Compass to go one last time. Frog. It invokes the animal trait!
Survival 6: 1d8 + 1d4 + 3 ⇒ (3) + (3) + 3 = 9 It is also in the pile.
I am done. End of turn recharge Desna’s Star to recharge Compass from discard pile.
Hand: Bloodscent, Frilled Lizard, Wolverine, Klar, Cure
Deck: 10 Discard: 0 Buried: 0
Displayed: Python Notes:
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
cartmanbeck RPG Superstar 2014 Top 16 |
We have a suggestion to always add Weapons to the scenario pile when defeating Corrupted Soldiers unless otherwise specified. I have zero problem with that, as it will speed things up, so unless someone objects, I'll be doing that from here on. I still need Deni and TH to choose Weapon or Armor for their random adds to the scenario pile.
Also, Eliandra forgot to fight a Corrupted Soldier at the start of her turn (Guardpost 1 is still open).
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 6 Crowe/Rando
Top of Blessing Discard Pile: 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: 24
Blessings Deck
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Yoon/Tomehound, Angban/Parody, Uliah/Deni, Crowe/Rando, Alase/Robert, Tonbarse
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
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.
Armor 1
Traits
Heavy Armor
Veteran
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Guardpost 2
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: Korundo/Eliandra,
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Guardpost 3
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
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally B
Traits
Gnome
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
Eliandra Giltessan |
I forgot to fight a CS at the start of my turn, so I’ll retcon that now.
Combat 11: 1d8 + 1d6 + 1d4 + 3 ⇒ (4) + (1) + (2) + 3 = 10
Sigh. I’ll lose the Frilled lizard, cuz that’s the only thing I didn’t lose on my turn.
Hand: Bloodscent, Fox, Wolverine, Klar, Cure
Deck: 9 Discard: 1 Buried: 0
Displayed: Python Notes:
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
cartmanbeck RPG Superstar 2014 Top 16 |
elcoderdude |
Totally overlooked that.
I've zero blessings in my current hand, and not many cards suitable to give away (I've an armor, but also Stone Skin), so I figured I'd move Tonbarse to get the start-of-turn examine (which amounts to maybe half an explore, depending on shuffling).
Huh. Gaslighted Eliandra twice in three scenarios. Sorry, Elizabeth. But really, gang, E & I have spent at least an entire campaign together (or was it two?)...
E:
The Corrupted Soldier does 2+AD damage when you lose to him.
Since I caused the problem -- retcon:
I displayed Stone Skin by Korundo when he lost to CS.
(E, you still have your Frilled Lizard.)
Recharge:
Arcane 9: 1d10 + 3 ⇒ (10) + 3 = 13
Nice.
<OUT OF TURN HAND UPDATE>
Create Pit, Good Omen, Eloquence, Stalking Armor, Sage's Journal
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: At GP2, I can hand you my armor if you lose to CS. Good Omen: +2 aquire check
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+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 (x 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.
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.
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 6 Crowe/Rando
Top of Blessing Discard Pile: 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: 24
Blessings Deck
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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:1 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Located here: Yoon/Tomehound, Angban/Parody, Uliah/Deni, Crowe/Rando, Alase/Robert,
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
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.
Armor 1
Traits
Heavy Armor
Veteran
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Guardpost 2
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: Korundo/Eliandra, Tonbarse
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Undead
Cleric
Veteran
Check
Combat
11
OR
Divine
8
Powers
The difficulty of the check to defeat is increased by the scenario's adventure deck number. Blessings add 1d4 instead of the normal die on your checks to defeat the Accursed Priest.
If defeated, recharge a random blessing from your discard pile.
If undefeated, bury the bottom card of your deck.
Armor B
Traits
Shield
Offhand
Elite
Check
Constitution
Fortitude
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage. If proficient with heavy armors, you may play another armor on this check.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster 1
Traits
Outsider
Demon
Check
Combat
14
Powers
The Wrecker Demon is immune to the Electricity and Poison traits.
If undefeated, bury a non-Basic item or banish an item.
Guardpost 3
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
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally B
Traits
Gnome
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
Tomehound |
@CMB I'll unhand the Leather Armor into the boon pile, and request a random Weapon be drawn too.
Sorry guys!
Hand Update:
Hand: Haki Stick, Possession, Fan of Flames, Gom-Gom, Sign of the Pack 1,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Feel free to use my blessing, especially for a check against a blessing - under those circumstances, it'll recharge!
Sideboard cards:
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+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 ([x] 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.
TheAmazingRando |
1 person marked this as a favorite. |
Start of my turn, I fight a Corrupted Soldier. I cast Unerring Weapon on myself, and use Gallivance.
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (1) + 2 + (6) + 1 + (4) = 14
The d4 saves me. Time to explore. It's a Corrupted Solider. I fight both it and deja vu. Luckily, Unerring Weapon lasts for the whole turn.
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (3) + 2 + (5) + 1 + (2) = 13
Defeated. That means I can immediately attempt to close. Which means I fight have to fight a Corrupted Soldier. This is a new thing that I have never done before.
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d4 ⇒ (9) + 2 + (4) + 1 + (3) = 19
The first Guardpost is closed. Also, a total of three weapons get added to the pile. On closing, I end my turn, which means it's time to recharge Unerring Weapon.
Arcane 6: 1d8 + 3 ⇒ (7) + 3 = 10
Hooray!
Hand: Scimitar +1, Spellcharger Jerkin, Rapier, Flame Staff, Gallivance,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
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.
[x] You gain the skill Arcane: Charisma +3.
Tomehound |
Okay, my turn.
Blessing of Ascension is flipped over... lame basic blessing is lame.
I'll head over to Guardpost 2 with Eliandra and get to digging!
Prospector Yoon is on the job!
It's a Corrupted Soldier! What luck!
My lord Gom-Gom declares we attack in a blaze of blazes!
Accordingly, I discard Possession to gain an extra 1d6 on my roll.
Combat 11: 1d10 + 1d8 + 1d6 + 1d4 + 3 ⇒ (10) + (5) + (6) + (3) + 3 = 27
Woo! Defeated. Randomly drawn Weapon please!
And now, we square off again! Begone creature! I discard my blessing Sign of the Pack to ensure it is so.
Combat 11: 2d10 + 1d8 + 1d4 + 3 ⇒ (9, 7) + (2) + (1) + 3 = 22
And again my lord's forces are victorious over a nicely roasted field!
Yippee!
TL;DR:
Two Corrupted Soldiers have been defeated, so please add two weapons to the lewt bin.
Guardpost 2 is closed.
Hand: Haki Stick, Mind Thrust, Fan of Flames, Gom-Gom, Blessing of the Gods 1,
Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes: Blessing if you need it, especially if there's some way to recharge it... getting a bit low in my deck
Sideboard cards:
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+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 ([x] 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.
elcoderdude |
Now we're rolling.
Speaking of gaslighting: I put an incorrect note on my hand that said I could pass you a card after you lose a combat. That's wrong. What I can do is pass you a card (at Tonbarse' location) when you encounter a bane.
But note: now we are heading to GP3, and Tonbarse is still at GP2.
<OUT OF TURN HAND UPDATE - change to note only>
Create Pit, Good Omen, Eloquence, Stalking Armor, Sage's Journal
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Good Omen: +2 acquire check
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+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 (x 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.
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.
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 8 Uliah/Deni
Top of Blessing Discard Pile: 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 Remaining: 22
Blessings Deck
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.
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.
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.
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.
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Guardpost
At This Location:
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: Angban/Parody, Uliah/Deni, Crowe/Rando, Alase/Robert,
Guardpost 2
At This Location:
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: Yoon/Tomehound,Korundo/Eliandra, Tonbarse
Guardpost 3
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
Ally B
Traits
Half-Elf
Check
Arcane
Divine
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally B
Traits
Gnome
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
Deni |
Okay, I flip over Blessing of Deskari. Yay, no Corrupted Soldier to fight on the start of my turn. I will move to GuardPost 3 and then recharge my Divine Favor to recharge one of my blessings from my discard pile. Okay, let's go exploring.
It is an Apprentice , which my trusted Mount (don't ask which one as that would be a tough decision) will help me out with.
Divine 8: 1d10 + 1d4 + 3 + 1 + 1 ⇒ (2) + (1) + 3 + 1 + 1 = 8
Good enough! So I guess that goes with the rest of the loot.
My Horse will head out and explore for me.
It is a Raconteur
Diplomacy 5: 1d8 + 2 ⇒ (2) + 2 = 4
No dice. Okay. Time to end my turn and reset my hand.
Hand: Tussah Silk Coat, Magic Weapon, Cure, Camel, Dwarven LongHammer +1,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d6 []+1
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 [X]+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 ([X]+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.
Parody |
Guess it's my turn. Today's blessing is Blessing of Shax.
I head on over to Guardpost #3 and poke around, finding a Longsword. Melee weapons aren't my favorite, but I'll give it a go:
Strength 6: 1d8 ⇒ 3 Ah, well.
Let's try again: I discard my Blessing and find an Elven Chain Shirt. I'm not exactly elf-shaped, but maybe it has a dwarven cut:
Fortitude 6: 1d10 + 3 ⇒ (2) + 3 = 5 Oof. Too tight.
I think that's enough exploring for one day. I end my turn and reset my hand.
Hand: Anevia Tirablade, Scale Mail, Wheellock Pistol 1
Displayed: Alchemical Cartridges
Deck: 10 Discard: 2 Buried: 0
Notes: I'm hoping to hold on to my Blessings to go again and Wheellock Pistols to fight (they recharge to give 1d4 to a combat at my location), but they're there if necessary. Anevia gives a variety of bonuses to checks at my location that you can use if you'd like.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
- Craft: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Weapon or Armor (Weapon)
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).
[X] Gain the skill CRAFT: INTELLIGENCE +3.
Hey, my Alchemical Cartridges! Only took 4 Scenarios for them to show up. At the start of the next turn I display Alchemical Cartridges (already reflected above.)
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 10 Alase/Robert
Top of Blessing Discard Pile: 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: 20
Blessings Deck
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.
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.
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Guardpost
At This Location:
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: Crowe/Rando, Alase/Robert,
Guardpost 2
At This Location:
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: Yoon/Tomehound,Korundo/Eliandra, Tonbarse
Guardpost 3
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:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Uliah/Deni, Angban/Parody,
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.
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
elcoderdude |
Alase at Guardpost.
Start of turn, draw Tonbarse from Guardpost 2. Posting him there so I could scout it didn't work out. Kein problem.
Display Tonbarse at Guardpost 3. I move there.
Explore.
Leather Armor, Armor C.
Normally I'd just banish it, but no harm in trying:
Con 2: 1d6 ⇒ 6
Toss it on the pile.
That's all I got.
End of turn, draw Tonbarse to examine Guardpost 3.
Scizore, Weapon C. So -- the 6 boons in the deck were the top 6 cards. Huh.
We hardly need another weapon, so:
Shuffle Guardpost 3
Create Pit, Good Omen, Eloquence, Enchanted Fang, Stalking Armor, Sage's Journal
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Good Omen: +2 acquire check
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+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 (x 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.
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.
At the start of the next turn:
Display Tonbarse at Guardpost 3.
Y'all, PLEASE use my Good Omen on an acquire check -- I want to cycle it. Thanks
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 11 Korundo/Eliandra
Top of Blessing Discard Pile: 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: 19
Blessings Deck
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.
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Guardpost
At This Location:
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: Crowe/Rando, Alase/Robert,
Guardpost 2
At This Location:
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: Yoon/Tomehound,Korundo/Eliandra,
Guardpost 3
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:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Uliah/Deni, Angban/Parody, Tonbarse
Weapon C
Traits
Scizore
Shield
Melee
Piercing
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If not proficient with weapons, the difficulty of this check is increased by 4. If you are dealt Combat damage on this check, and are proficient with light armors, you may additionally discard this card to reduce that damage to 0; this counts as playing an armor.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
Eliandra Giltessan |
1 person marked this as a favorite. |
Okay, I do not fight a CS, and I head to GP3. My actual hand involves a Frilled Lizard and not a Fox cuz Robert Stoneskinned me (Thanks!) I explore!
I think Robert shuffled so Scizore was no longer on top, so I’ll explore Card: 1d5 ⇒ 2. Hey, it’s a CS! Discard Frilled Lizard to add 2d4.
Combat 11: 1d8 + 1d6 + 3d4 + 3 ⇒ (3) + (3) + (2, 1, 2) + 3 = 14
Dice, seriously. Okay, he’s dead, so I fight another. Bloodscent this time.
Combat 11: 1d10 + 1d8 + 1d6 + 1d4 + 3 ⇒ (10) + (2) + (5) + (2) + 3 = 22 Thanks, d10!
I can also examine the top card of a location, and I choose GP4. It’s anudder Corrupted Soldier.
Divine 8 I think: 1d8 + 4 ⇒ (2) + 4 = 6 No recharge for me.
Hand: Blessing of the Gods, Fox, Wolverine, Klar, Cure
Deck: 8 Discard: 2 Buried: 0
Displayed: Python Notes:
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
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 12 Crowe/Rando
Top of Blessing Discard Pile: 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: 18
Blessings Deck
Blessing C
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Weapon C
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Guardpost
At This Location:
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: Crowe/Rando, Alase/Robert,
Guardpost 2
At This Location:
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: Yoon/Tomehound,
Guardpost 3
At This Location:
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, Uliah/Deni, Angban/Parody, Tonbarse
Guardpost 4
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
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Veteran
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.
Ally B
Traits
Human
Wizard
Basic
Check
Intelligence
Knowledge
6
OR
Diplomacy
8
Powers
Recharge this card to succeed at your check against a boon that has the Arcane trait.
Discard this card to explore your location.
Ally C
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.
Monster B
Traits
Outsider
Undead
Demon
Check
Combat
10
Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
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.
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Cold or 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.
Armor C
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.
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
TheAmazingRando |
1 person marked this as a favorite. |
Blessed by the concept of Ascension, Crowe charges past two empty Guardposts to number 4. Thanks to the scouting report from Korundo, I know there's a Corrupted Solider coming. I don't have Unerring Weapon this time, so I'll be burying some cards to make sure this fight goes well.
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (9) + 2 + (2) + 1 + (2) = 16
Hooray! I can attempt to close! Oh look, another Corrupted Soldier!
Combat 11: 1d12 + 2 + 1d6 + 1 + 1d10 ⇒ (12) + 2 + (4) + 1 + (5) = 24
Both times I could have gotten away without the rage, but it's better to be sure. Also, two turns in, and all I've done is fight a total 5 Corrupted Soldiers. I'm starting to question that other cards exist. There are no boons; only Corrupted Soldiers. But, hey, at least they're not Demonic Hordes. Guardpost 4 is closed.
Hand: Scimitar +1, Spellcharger Jerkin, Blackjacket, Hammer, Gallivance,
Displayed:
Deck: 8 Discard: 0 Buried: 2
Notes:
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.
[x] You gain the skill Arcane: Charisma +3.
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: The servitor demon is the henchman Demonling.
During This Scenario: Cohort: HORGUS GWERM, ANEVIA TIRABADE
Cohort 1
Traits
Human
Aristocrat
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d4 plus the scenario's adventure deck number to any check to acquire a boon by a character at your location. If you don't have a role card, instead recharge this card and another boon.
Bury this card to explore your location. During this exploration, add 1d4 plus the scenario's adventure deck number to your checks to acquire boons.
Cohort 1
Traits
Human
Rogue
Mendevian
Veteran
Check
0
Powers
Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, Ranged, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.
Using the deck list from Guardpost, build a number of Guardpost
locations equal to the number of characters.
Treat the henchman Brimorak as if it is the henchman Corrupted
Soldier.
When you acquire a boon from a location deck, put it facedown
in a boon pile next to the scenario. When you defeat a Corrupted
Soldier henchman, draw a random armor or weapon from the box
and put it in the boon pile. When you fail to permanently close a
location or defeat a henchman, banish a random card from the
boon pile; if the boon pile is empty, instead banish the top card of
the blessings deck.
When you permanently close the last location, summon and build
the location Laboratory, and shuffle Ylyda Svyn into its location
deck. If Ylyda Svyn is undefeated, banish her; the next character
summons and encounters Ylyda Svyn as the first exploration of his
turn. To win the scenario, defeat Ylyda Svyn.
Monster 1
Traits
Plant
Check
Combat
11
Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.
Monster B
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.
Monster B
Traits
Animal
Swarm
Elite
Check
Combat
8
Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.
Monster 1
Traits
Vermin
Demon
Check
Combat
13
Powers
The Demonic Fly is immune to the Acid, Electricity, and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random open location.
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.
Barrier C
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.
Barrier B
Traits
Temptation
Check
None
0
Powers
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.
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.
Barrier C
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.
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.
Weapon B
Traits
Knife
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Spell 1
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
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.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Display this card next to any character. While displayed, when that character plays a weapon on a combat check, add 3 to that check. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 8 check. If you succeed, recharge this card; if you fail, discard it.
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 Dexterity 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.
Spell B
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 Intelligence 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.
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.
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.
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.
Armor 1
Traits
Light Armor
Magic
Corrupted
Elite
Check
Constitution
Fortitude
Craft
7
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 Cold or Combat damage deal to you by 2, or to ignore a bane's effect that causes you to end your turn.
Banish this card to reduce all damage deal 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.
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.
Item B
Traits
Object
Magic
Basic
Check
Dexterity
6
Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Accessory
Magic
Basic
Check
Constitution
Fortitude
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at a Constitution or Fortitude 6 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Check
Intelligence
Knowledge
7
Powers
Recharge this card to add 1d4 to any check by a character at a location that has the Abyssal trait.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
9
Powers
Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Ally C
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.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Ally 1
Traits
Mongrel
Aristocrat
Elite
Check
Charisma
Diplomacy
0
Powers
The difficulty of the check to acquire Chief Sull is equal to the highest difficulty to acquire a random item from the box. If you acquire Chief Sull, you may immediately banish him to put that item into your hand.
Banish this card to shuffle your location deck, examine all of its cards except the bottom one, then shuffle the deck.
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.
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.
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.
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.
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.
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.
Turn: 13 Yoon/Tomehound
Top of Blessing Discard Pile: Blessing of Abadar
Blessing C
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 Remaining: 17
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Blessing C
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.
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.
Weapon C
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.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon C
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
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.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Spear
Melee
Piercing
2-Handed
Basic
Check
Strength
Melee
5
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
6
Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.
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.
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.
Weapon 1
Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+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.
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.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
5
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.
Guardpost
At This Location:
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,
Guardpost 2
At This Location:
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: Yoon/Tomehound,
Guardpost 3
At This Location:
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, Uliah/Deni, Angban/Parody, Tonbarse
Guardpost 4
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Crowe/Rando,
Guardpost 5
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
Monster C
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Ally B
Traits
Human
Hireling
Elite
Check
Bury an armor
OR
Charisma
Diplomacy
8
Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Check
Dexterity
Ranged
7
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Armor 1
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
At the end of your turn, bury this card to move.
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.
If proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Guardpost 6
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
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Monster 1
Traits
Aberration
Check
Combat
14
Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.
Weapon C
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
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.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Ally 1
Traits
Human
Wizard
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
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.
Henchman Monster B
Traits
Human
Soldier
Veteran
Check
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.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
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.
Tomehound |
Sorry all - been away from computers for awhile.
Blessed by Abadar, Yoon moves to Guardpost 5 to continue the party's crusade against all soldiers corrupt.
1st explore! It's a Mongrel Wizard. Ach! BYA hurts bad...
I'll take it in the Haki Stick. Now, for combat! Burn, fiend!
I draw a random monster (#4 from the provided selection - the Mandragora) from the box, therefore the difficulty to defeat is 11
For Lord Gom-Gom!
Combat 11: 1d10 + 1d8 + 1d4 + 3 ⇒ (8) + (8) + (4) + 3 = 23
It burns! And now I take AYA damage... I'll take it in the Mind Thrust.
Tragic sadness.
Finally, I discard Blessing of the Gods to squeeze out another exploration.
A Frilled Lizard, which I'd love to acquire, but even if I used Robert's Good Omen, my paltry 1d4 Wisdom ain't gonna do it. So, I must bid adieu to the Frilled Lizard and hope for more positive encounters in the future.
Lastly, after I reset my hand, I'll use my power to randomly draw a number of cards from my discard pile equal to the number I drew when I reset my hand, bury one, and shuffle the rest in.
Basically this means I'll draw 3 random cards from my discard pile, bury one, and then get to heal the rest.
Hand: Force Missile, Fan of Flames, Gom-Gom, Sign of the Lantern Bearer, Blessing of Sarenrae,
Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Blessing if you need it, especially if there's some way to recharge it (like against an armor, in this case)... getting a bit low in my deck
Sideboard cards:
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 [x]+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 ([x] 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.
Deni |
Okay. To get this party started, I say a quick Blessing of Ascension
I move to GuardPost 5
At the end of my move step, I recharge Cure to recharge a random from my discard pile (Riding Horse).
And on to the exploring!
Why is there a Bunyip at this Guardpost?
Wisdom 9: 1d10 + 1 ⇒ (5) + 1 = 6
Okay, so my checks are one harder for the rest of the turn.
Okay. Let's play whack-a-bunyip.
Combat 10: 1d10 + 1d6 + 1d4 + 2 + 1 + 1 ⇒ (1) + (5) + (1) + 2 + 1 + 1 = 11
Good enough! The bunyip is le defeat.
I don't have a way to explore again because Mounts do not explore unless there are more than one of them! So I reset my hand.
I have a STRENGTH and a MAGIC WEAPON if they are needed.
Hand: Tussah Silk Coat, Magic Weapon, Strenth, Camel, Dwarven LongHammer +1,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes:
Sideboard cards:
Melee: Strength +2
Dexterity d6 []+1
Constitution d6 []+1 []+2
Intelligence d6 []+1
Wisdom d10 [X]+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 ([X]+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.
Parody |
Back from the family gathering, time for cards. Fresh off the Blessings deck we have a Blessing of Ascension. I head on over to Guardpost #5 to see what kind of trouble I can get into and find a Caravan Guard.
I can't possibly make the Charisma check, even with the Good Omen. Normally I wouldn't do this just to put an Ally B in the boon pile, but I'm going to go ahead and bury my armor to get it out of my hand. I draw up and end my turn.
Hand: Surgeon, Anevia Tirablade, Blessing of the Gods 1, Wheellock Pistol 1
Displayed: Alchemical Cartridges
Deck: 8 Discard: 2 Buried: 1
Notes: I'm hoping to hold on to my Blessings to go again and Wheellock Pistols to fight (they recharge to give 1d4 to a combat at my location), but they're there if necessary. Anevia gives a variety of bonuses to checks at my location that you can use if you'd like.
Sideboard cards:
Dexterity d8 [X] +1 [ ] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
- Craft: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Weapon or Armor (Weapon)
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).
[X] Gain the skill CRAFT: INTELLIGENCE +3.
My Surgeon has appeared. I think Tomehound is closest to death; is anyone's discard pile full of Blessings?
elcoderdude |
CMB, Parody acquired the Caravan Guard.
I missed that on my first read-through, so thought I'd mention it.
Alase and Tonbarse.
Start of turn, I draw Tonbarse. We go to Guardpost 5. These Corrupted Soldiers either come rushing out or hide deep within the location, there's no in-between.
Display Tonbarse at Guardpost 5.
Explore.
Heavy Crossbow.
Excellent. It's pointless, but I want to get more useful cards in my hand, so I play Good Omen. Y'know, it could happen.
Dex 7: 1d6 + 2 ⇒ (1) + 2 = 3
But naw.
Banish Heavy Crossbow.
Recharge Good Omen:
Arcane 8: 1d10 + 3 ⇒ (9) + 3 = 12
Cool.
That's all I got.
End of turn: draw Tonbarse, examine location.
It's an Armor 1.
I debated this. We're ahead on time, but worse-case scenario we could still be pressed. If anyone wants an Armor 1, they should start telling CMB to pull Armors after CS fights.
Guardpost 5 shuffles.
I like my hand (due to CS fights, not that I EVER have them), so I'll just draw up:
Create Pit, Blessing of the Gods 1, Eloquence, Enchanted Fang, Stalking Armor, Sage's Journal
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes: Feel free to use my blessing. It recharges at GP 5 (Tonbarse)
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 x+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 (x 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.
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.
At the start of Eliandra's turn,
Display Tonbarse at Guardpost 5.
elcoderdude |
Off-topic:
I apologize for posting something this depressing so early in the morning, but here's an account of Mysty Vander's stunningly upsetting experience at a Pathfinder Society RPG convention session, and the surprisingly poor follow-up. I have immense respect for Paizo. I'm not surprised a few bad apples turn up, but I've always had supreme confidence the folks in Redmond would ensure the right thing was done. So far that doesn't seem to have happened here.