[ACG] [OutPost I] Cartmanbeck's Season of the Runelords Adventure 1: Dark Waters Rising (Inactive)

Game Master cartmanbeck

Dark Waters Rising: Scenario C: Small Town Politics
The current adventure deck number is 1

Villain: None
Henchmen: None

Needed to close locations:

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.


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Deck handler

An alternative occurred to me - if Oloch thinks he can defeat the bandit now, I could use my Compass to move first, so I'm not here when it happens. (I think I can use it on somebody else's turn? Correct me if I'm wrong about that.) I'm not sure which would be a better use of our few remaining turns, so I'd be ok with either way.

Grand Lodge

Deck Handler

I feel like I have a good chance to beat him with my Blessing of the Samurai. And THANK YOU for beating the Shopkeep's Daughter...it always gives me trouble.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 5
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Random Barriers:
Barrier 1
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 4
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Barrier 5
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon C

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 2
Spoiler:
Mace
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 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longsword
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.

Weapon 5
Spoiler:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Random Spells:
Spell 1
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Sanctuary
Spell C

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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 4
Spoiler:
Augury
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Elven Chain Shirt
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 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Elven Chain Shirt
Armor B

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.

Random Items:
Item 1
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Item 3
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 4
Spoiler:
Potion of Vision
Item C

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Item 5
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Ally 2
Spoiler:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 4
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Ally 5
Spoiler:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 4
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 26 Oloch/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Desna

Top Blessing:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 4
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 28 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 29 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 30 Adowyn)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

General Store
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed

General Store Card 1 - Boots of Elvenkind:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

General Store Card 2:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

General Store Card 3:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 4:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

General Store Card 5:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Rivani/Greenclaw

The Rusty Dragon Card 1:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

The Rusty Dragon Card 2:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

The Rusty Dragon Card 3:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

The Rusty Dragon Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Town Square
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

Glassworks
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

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Adowyn/Elinnea, Oloch/Agent Eclipse, Maznar/Wei Ji (DED),

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck handler

At the start of Oloch's turn, recharge my Compass to move to The Rusty Dragon

Without waiting for a response from Oloch, Adowyn goes on ahead to the Rusty Dragon to meet up with Rivani. She takes a long side trip to avoid going past the general store; who knows what trouble she stirred up there. At least they won't be in Sandpoint for much longer.

Off-turn hand update

Adowyn wrote:

Hand: Dagger, Longspear, Aspect of the Falcon, Crow

Displayed: Leryn
Deck: 5 Discard: 8 Buried: 1
Notes:

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.

Grand Lodge

Deck Handler

Recharge Blessing of The Gods.
Reveal/Recharge Divine Favor. Recharge Blessing of The Samurai.
Combat 8: 1d10 + 1 + 2 + 1 + 1d10 ⇒ (2) + 1 + 2 + 1 + (2) = 8 Success! Closed.

Oloch thanks Adowyn as she rids him of the persistent Shopkeep's Daughter but the air was indeed rife with tension. The kind of tension before a battle. He nods to Adowyn as she leaves.

"Go, it seems they are late to their own ambush." Oloch laughs as he waits for any brave enough to show now. Moments later a bandit rushes in he points at the man and starts brawling with him.

However Oloch is never unarmed as he is sheathed in the light of his blessings. It only takes a few punches to send the man into a deep slumber.

Oloch wrote:

Hand: Spiked Helm, Acid Arrow, Bone Spikes, Blessing of The Gods 6,

Displayed: Belkzen Battle Standard,
Deck: 6 Discard: 9 Buried: 0
Notes: Use Blessings as necesary.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors & Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings, and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 5
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Random Barriers:
Barrier 1
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 4
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Barrier 5
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon C

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 2
Spoiler:
Mace
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 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longsword
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.

Weapon 5
Spoiler:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Random Spells:
Spell 1
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Sanctuary
Spell C

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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 4
Spoiler:
Augury
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Elven Chain Shirt
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 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Elven Chain Shirt
Armor B

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.

Random Items:
Item 1
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Item 3
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 4
Spoiler:
Potion of Vision
Item C

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Item 5
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Ally 2
Spoiler:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 4
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Ally 5
Spoiler:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 4
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 27 Rivani/Greenclaw

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 3
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 28 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 29 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 30 Adowyn)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

General Store
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed

General Store Card 1 - Boots of Elvenkind:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

General Store Card 2:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

General Store Card 3:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 4:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

General Store Card 5:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:0 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Rivani/Greenclaw, Adowyn/Elinnea,

The Rusty Dragon Card 1:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

The Rusty Dragon Card 2:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

The Rusty Dragon Card 3:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

The Rusty Dragon Card 4:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Town Square
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

Glassworks
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

Waterfront
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: Oloch/Agent Eclipse, Maznar/Wei Ji (DED),

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

DOWN TO THE WIRE!!! :-D


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Off turn heal (thanks Adowyn!): Sign of the Thrush, BoG 1, BoG 2.

Rivani is shocked at the tragic news of Maznar's untimely demise and waits for the rest of the group to return so that they can discuss their plans together...hopefully whatever they were, they involved leaving this miserable town.

Idly, tracing over some markings on the bar, Rivani is shocked to find that they are the markings of some dangerous trap. "Wow, to what lengths will people fall to in this place?"

Explosive Runes:

Barrier C
Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Just glad that it was she that stumbled upon them and not someone else less equipped to disable them, the psychic tries to dispel the latent magic within them.

Discard Confusion to add 1d4 to check.
Arcane DC9: 1d12 + 3 + 1d4 ⇒ (11) + 3 + (3) = 17 SUCCESS!

Discard Hand Crossbow, Guard, Mind Thrust, Inflict Pain to ensure I draw all the blessings. End Turn. Reset Hand.
Three cards left and three turns. As long as we can make the closing check, we've got this!

Rivani wrote:

Hand: Blessing of the Gods 1, Blessing of the Gods 2, Conch Shell, Eyes of the Eagle, Sign of the Thrush, Fiery Glare,

Displayed:
Deck: 0 Discard: 10 Buried: 0
Notes: Use Blessings to close and win the game!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([ ] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 5
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Random Barriers:
Barrier 1
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 4
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Barrier 5
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon C

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 2
Spoiler:
Mace
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 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longsword
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.

Weapon 5
Spoiler:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Random Spells:
Spell 1
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Sanctuary
Spell C

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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 4
Spoiler:
Augury
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Elven Chain Shirt
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 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Elven Chain Shirt
Armor B

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.

Random Items:
Item 1
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Item 3
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 4
Spoiler:
Potion of Vision
Item C

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Item 5
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Ally 2
Spoiler:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 4
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Ally 5
Spoiler:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 4
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 28 Adowyn/Elinnea

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 2
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 29 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 30 Adowyn)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

General Store
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed

General Store Card 1 - Boots of Elvenkind:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

General Store Card 2:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

General Store Card 3:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 4:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

General Store Card 5:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Rivani/Greenclaw, Adowyn/Elinnea,

The Rusty Dragon Card 1:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

The Rusty Dragon Card 2:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

The Rusty Dragon Card 3:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Town Square
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

Glassworks
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

Waterfront
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: Oloch/Agent Eclipse, Maznar/Wei Ji (DED),

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Deck handler

Adowyn slinks back into the Rusty Dragon and looks around for Rivani, ready for their rendez-vous. But the first person to meet her gaze is another one of the town watchmen. She braces herself and tries to confront the man with the utmost focus.

Night Watch:

Ally B
Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Displaying Aspect of the Falcon to boost my Perception - since I have it, might as well use it

Perception 12: 1d8 + 1d6 + 2 ⇒ (5) + (2) + 2 = 9
Recharge Divine 7: 1d8 + 2 ⇒ (3) + 2 = 5

Her efforts are in vain, and Adowyn turns away, feeling almost numb to the rejection by this point.

I just realized I was supposed to do the recharge check at the end of my turn, but I already rolled it so I'll use that number and discard it at the end. First, discard the Crow to explore again.

The crow that has been fluttering around decides to go poking into another corner of the common room. Adowyn chases after him to make sure he stays out of trouble.

Troubadour:

Ally B
Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

This fellow seems unimpressed by her sharpened eyesight, so she tries to show him that she can be just as nimble as the next elf or halfling.

Dexterity 12: 1d10 + 1 ⇒ (2) + 1 = 3

Her feat of dexterity turns into more of a clown's routine, and the disgusted impression on the halfling's face says it all. She doesn't stick around to hear whatever creative insults he can come up with.

End turn and reset hand

Adowyn wrote:

Hand: Dagger, Desna's Star, Crocodile Skin Armor, Cure, Blessing of the Ancients 1

Displayed: Leryn
Deck: 1 Discard: 11 Buried: 1
Notes:

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.

I didn't manage to get to the bottom, but the blessing is there to add to the closing check. Down to the wire is right!

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 5
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Random Barriers:
Barrier 1
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Barrier 4
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Barrier 5
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Random Weapons:
Weapon 1
Spoiler:
Shortbow
Weapon C

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 2
Spoiler:
Mace
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 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longsword
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.

Weapon 5
Spoiler:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

Random Spells:
Spell 1
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Sanctuary
Spell C

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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 4
Spoiler:
Augury
Spell C

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Elven Chain Shirt
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 3
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 4
Spoiler:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Elven Chain Shirt
Armor B

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.

Random Items:
Item 1
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Item 3
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 4
Spoiler:
Potion of Vision
Item C

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Item 5
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.

Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Ally 2
Spoiler:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.

Ally 3
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.

Ally 4
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.

Ally 5
Spoiler:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

Powers
Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 3
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 4
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 29 Oloch/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 1
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 30 Adowyn)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

General Store
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed

General Store Card 1 - Boots of Elvenkind:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.

General Store Card 2:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

General Store Card 3:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

General Store Card 4:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

General Store Card 5:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Rivani/Greenclaw, Adowyn/Elinnea,

The Rusty Dragon Card 1:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Town Square
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

Glassworks
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

Waterfront
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: Oloch/Agent Eclipse, Maznar/Wei Ji (DED),

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Grand Lodge

Deck Handler

Move to The Rusty Dragon. Explore Rusty Dragon Card 1: Invisibility

Auto-Fail. Moving to Closing check.

Discard BoTG (Mine), BoTA (Adowyn), BoTG (Rivani), Recharge Spell
Charisma 6: 1d4 + 1d4 + 1 + 1d4 + 1d4 ⇒ (1) + (1) + 1 + (1) + (4) = 8 CLOSE! Success!


Deck handler

Huzzah!


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Nice work! That one was close!

Silver Crusade RPG Superstar 2014 Top 16

Huzzah!

Type Card Adv_Deck_Num
Weapon Dagger B
Weapon Dogslicer 1
Weapon Longspear B
Weapon Longsword B
Spell Acid Arrow B
Spell Speed 1
Armor Half-Plate C
Item Caltrops B
Item Eyes of the Eagle C
Ally Acolyte C
Ally Standard Bearer B
Blessing Blessing of Irori B
Blessing Blessing of the Gods B
Blessing Blessing of the Gods B
Blessing Blessing of the Gods B

Reward: Each character chooses a type of boon other than loot and draws a card of that type from the game box. Reminder: this is YOUR class deck box!
Adventure Card Guild characters may choose a bonus deck upgrade.

Development: Our mayor, no matter how good her heart, can be … shortsighted,”
says councilman Thelsikar, head of the mercantile
guild. “She sees only the threats in front of her eyes. I can see a
bit further.”
For the first time since you arrived in Sandpoint, you have a true ally.
“These goblins you describe are worrisome,” the councilman
says. “These mutations sound like the work of the cult of
Lamashtu, a source of much trouble here in Sandpoint. I do
not believe we can let this matter lie while we wait for a dragon
to return.”
You agree, but remind the councilman that you do not know
where the goblins live.
“Ah, but I might,” he says. “My sources say there has been
prowling around Junk Beach at night. My friends, let us lay a trap.”


Deck handler

I also picked up a Potion of Gracefulness (Item 1) when I closed the General Store

"Yes, well. Thank you." Adowyn hardly knows how to react to someone actually listening to them for once. She's still miffed but can't really afford to offend their only friend in town. Her ears perk up at the discussion of a secret plan. "Oh, a trap? Sounds interesting. Tell me more..."

Silver Crusade RPG Superstar 2014 Top 16

Thanks Elinnea. Add an Item 1 to the list above for upgrade options.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Rivani's preferences (and rolls) for the Deck Upgrades:

Pick 1-Item 1: 1d1000 ⇒ 800
Pick 2-Spell 1: 1d1000 ⇒ 530
Pick 3-Item B: 1d1000 ⇒ 8

She'll take Blessing for the Card feat and will draw the random Blessing as well.


Tengu Monk Deck Handler

...gets jackall in this stage


Deck handler

I'm going to draw a random ally from my box. Available options, in the order I keep them sorted:

Dog, Frilled Lizard, Bat, Dimorphodon, Menagerie Keeper, Snow Leopard, Wolverine

1d7 ⇒ 6 > Snow Leopard.

Yes please! I would like to trade out the Vulture for the Snow Leopard.

Are we sure I don't have to use one of the upgrades to get the card? I don't mind if I do, I would gladly do so.

My preferences for the regular deck upgrade:

1: Weapon 1: 1d1000 ⇒ 596

... Actually now that I look at the cards, there aren't really any others that I'd want to trade for. So I'll go with the snow leopard, and then the weapon or nothing for regular upgrades. Even the weapon is only a very minor improvement, so I won't mind if Oloch wants it too.

Grand Lodge

Deck Handler

I have 22 different weapons in my Deck Box (not including what is in my deck). I will just pull from how I have sorted according to a die roll. I sort alphabetically and deck number (B:A-Z and 1:A-Z).

Weapon: 1d22 ⇒ 19 Lucerne Hammer!

Weapon 1: 1d1000 ⇒ 65
Blessing B: 1d1000 ⇒ 198


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

I'll take Blessing for the random draw. Unless advised otherwise, I'll combine the Occult Adventures deck with the Ultimate Magic. Sorted B:A-Z and 1:A-Z as per Oloch's example above. I have 11 cards after that.

Blessing: 1d11 ⇒ 6 Blessing of the Spellbound from Ultimate Magic

Silver Crusade RPG Superstar 2014 Top 16

Alrighty! I likely won't get the next scenario up until Monday morning, FYI. It's late here now. :)

Silver Crusade RPG Superstar 2014 Top 16

2-1D: Cut them Off At the Source

aying a trap for goblins requires lowering yourselves to their
level. And so you find yourselves lying under detritus of the
foulest kind, ready to spring on any invaders who try to seize
the discarded treasures thereabouts.
You were led here by councilman Thelsikar, the only friendly
face on the council that you found after failing to slay the
dragon Black Fang. He had been told that there had been nightly
scavenging raids down at Junk Beach, and this could only be the
work of goblins. Normally, these raids would be dismissed out of
hand, but the councilman theorized that it was the work of the
mutant goblins that attacked you on your way to Sandpoint.
So, you wait. And wait. Maybe there’s nothing that—
Crackle… crackle…
You hear the sound of small footsteps among the trash heap.
Undoubtedly these are the scouts of the Mosswoods. Perhaps if
you can capture these few scouts, you can “persuade” them to
reveal their hideout.
“Aha!” you cry as you discard your garbage coverings.
“Ahaha!” says a mutated goblin, and you realize you are
surrounded by many dozens more goblins than you would like to
see at this very minute.
“Big Chief Wortus got you good! Got them longshanks like we should!”
Someone laid a trap tonight, but it wasn’t you.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 0

Blessings Remaining: 0
Blessings Deck

Blessings Deck Cards/Turn Order:

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:

Silver Crusade RPG Superstar 2014 Top 16

Also, I verified with Keith, your draws from your class deck are in addition to any upgrade rewards for the scenario, so you could have had up to 3 deck upgrades from the last scenario.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Ok, cool. In that case, Rivani is swapping in the following:
-Magical Child to replace banished Ectoplasm
-Riffle Scrolls to upgrade Potion of Vision
-Life Drain to upgrade Confusion
-Blessing of the Spellbound to upgrade Blessing of the Gods


Deck handler

Not these guys again! And a Poison Trap again, gross. At least we don't have to decide where to start this time.

Since I won the die roll for the Weapon 1 I'll do these upgrades:
Vulture > Snow Leopard
Light Crossbow > Underwater Crossbow


Tengu Monk Deck Handler

"Are you sure this is a good idea, Rooboo? Poking around strange junk piles at night is a surefire way to get us shanked by scavengers, and I've worked way too hard perfecting this body to have it die in such a horrible way." a human accompanying a tengu clad with odd bits inquires.

"It's where they keep the best shinies. They throw away the things they don't realize help them gain Wisdom. We will help Sandpoint find Wisdom -- and you'll get to show off!"

...and then the ambush happens.

REALLY? *sigh* Fine. We'll deal with them THEN show this Sandpoint place Wisdom.

The Ghost of Maznar says BURN THE TOWN ALREADY! Points to ambush as proof it MUST BE DONE!

Grand Lodge

Deck Handler

Upgrade 1: Blessing B (BoTG to Blessing of Kols)
Upgrade 2: Blessing B (BoTG to Blessing of Samurai 2)
Reward: Longsword to Lucerne Hammer

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 1 Oloch/Agent Eclipse

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 3 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 4 Rooboo)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 5 Oloch)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 6 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 7 Adowyn)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 9 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 10 Rivani)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 10 (Turn 11 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 12 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 13 Oloch)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 14 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 15 Adowyn)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 16 Rooboo)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 16 (Turn 17 Oloch)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 17 (Turn 18 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 (Turn 19 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 19 (Turn 20 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 (Turn 21 Oloch)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 21 (Turn 22 Rivani)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 23 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 23 (Turn 24 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 25 Oloch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 26 Rivani)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 26 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 27 (Turn 28 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 28 (Turn 29 Oloch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 29 (Turn 30 Rivani)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Father Zantus
Ally B

Traits
Human
Cleric
Divine

Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Goblin Fortress Card 2:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Big Chief Wortus
Villain Monster 1

Traits
Goblin
Aristocrat

Check
Combat
16

Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.

After you act, each character at this location is dealt 1d4 Acid damage.

Goblin Fortress Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Goblin Fortress Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Goblin Fortress Card 6:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Goblin Fortress Card 7:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Goblin Fortress Card 8:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Goblin Fortress Card 9:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Goblin Fortress Card 10:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:5
Located here: Rivani/Greenclaw, Adowyn/Elinnea, Rooboo/Wei Ji, Oloch/Agent Eclipse

Junk Beach Card 1 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 2 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 3 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 4 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 5:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Junk Beach Card 6:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Junk Beach Card 7:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Junk Beach Card 8:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Junk Beach Card 9:
Potion of Healing
Item C

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.

Junk Beach Card 10:
Wand of Force Missile
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Junk Beach Card 11:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 12:
Mace
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.

Junk Beach Card 13:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Junk Beach Card 14:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

Woods Card 1:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Woods Card 5:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Woods Card 6:
Quarterstaff
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.

Woods Card 7:
Zombie
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.

Woods Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Woods Card 9:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Woods Card 10:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1

Guard Tower Card 1:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 2:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Guard Tower Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 5:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Guard Tower Card 6:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Guard Tower Card 7:
Elven Chain Shirt
Armor B

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.

Guard Tower Card 8:
Potion of Healing
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.

Guard Tower Card 9:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Guard Tower Card 10:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

Garrison Card 1:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 2:
Half-Plate
Armor C

Traits
Heavy Armor
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.

Garrison Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Garrison Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Garrison Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 6:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 7:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Garrison Card 9:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 10:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Farmhouse Card 2:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Farmhouse Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 4:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Farmhouse Card 5:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 6:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Farmhouse Card 7:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Farmhouse Card 8:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Farmhouse Card 9:
Returning Throwing Axe +1
Weapon B

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.


Deck handler

Opening hand, after displaying Leryn during Oloch's first turn

Adowyn wrote:

Hand: Javelin, Force Shortbow +1, Aspect of the Falcon, Desna's Star, Crow

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

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.

Grand Lodge

Deck Handler

Excellent starting hand. Should I wait for others to draw before starting?

Oloch wrote:

Hand: Balkzen Battle Standard, Spiked Helm, Blessing of The Gods 1, Hammer,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors & Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings, and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.


Tengu Monk Deck Handler

Opening hand

Rooboo wrote:

Hand: Blessing of Irori, Trapsmith Gloves, Athlete, Conch Shell, Amulet of Mighty Fists,

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

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5
Proficient with: [ ] Weapons
Powers:
For your combat check, you may reveal a weapon to use your Dexterity Skill +1d6([ ] +1d8)([ ]+1d10) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6([ ] 1d10) and the weapon's traits.
When you encounter a barrier([ ] or a monster), you may evade it, then move, then end your turn.
When you attempt a check before you act([ ] or a check to acquire an item), you may use your Dexterity skill instead of any listed skill.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4
Rivani wrote:

Hand: Inflict Pain, Life Drain, Blessing of the Gods, Frigid Blast, Blessing of the Spellbound, Sign of the Thrush,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Use Blessing for closings or emergencies as needed (or to get extra cool loot)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([ ] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Silver Crusade RPG Superstar 2014 Top 16

Looks like everyone's ready, go for it Oloch! :)

Grand Lodge

Deck Handler

Sorry for the delay. Busy work day. Let's get things started with a bang (hopefully not from exploding goblins)!

Oloch laughs at the goblins surrounding them as they think they have the upper hand! He picks up his battle standard and slams it into the ground with a roar.

"BAHAHA. You need more than this to sate my gods appetite for battle! COME!"

Display Belkzen Battle Standard at Junk Beach.

Belkzen Battle Standard:

When a character at this location attempts a combat check to defeat a monster, add 1, or 2 if that character has the Half-Orc or Orc trait. If the character fails the check, recharge this card.

Mutation: 1d6 ⇒ 3Move location after acting?

Display Hammer. Recharge Spiked Helm.
Combat 8: 1d10 + 1 + 2 + 1d6 + 1 ⇒ (3) + 1 + 2 + (5) + 1 = 12Success!

Pausing while effect gets clarified.

Silver Crusade RPG Superstar 2014 Top 16

Pretty sure you can't be moved while at Junk Beach, so I think that mutation is moot right now.

Note that per the scenario power, Goblin Raiders do NOT let you attempt to close the location.

Grand Lodge

Deck Handler

The first goblin that rushes up has its skull cracked and the now limp body attempts to lurch away but not quickly enough before Oloch finishes the monster.

Discard Blessing of The Gods to explore again.

Reveal Hammer. Accidentally said display for the hammer last turn and didn't add my BBS to my roll but I still beat it.
Combat 8: 1d10 + 1 + 2 + 1d6 + 2 ⇒ (8) + 1 + 2 + (2) + 2 = 15

Oloch repeats his assault on the second challenger with his divine fervor pushing him forward. He roars a challenge to the remaining goblins.

"Come on! It will take more than one at a time to best Oloch the blessed conduit of Gorum's might!"

End Turn and Reset Hand.

Oloch wrote:

Hand: Divine Favor, Blessing of The Samurai 1, Bone Spikes, Hammer,

Displayed: Belkzen Battle Standard,
Deck: 9 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors & Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings, and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 2 Rivani/Greenclaw

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 4 Rooboo)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 5 Oloch)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 6 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 7 Adowyn)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 8 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 9 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 10 Rivani)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 11 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 10 (Turn 12 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 13 Oloch)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 14 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 13 (Turn 15 Adowyn)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 16 Rooboo)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 15 (Turn 17 Oloch)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 16 (Turn 18 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 (Turn 19 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 (Turn 20 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 19 (Turn 21 Oloch)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 20 (Turn 22 Rivani)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 23 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 22 (Turn 24 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 25 Oloch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 26 Rivani)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 25 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 26 (Turn 28 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 27 (Turn 29 Oloch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 28 (Turn 30 Rivani)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Father Zantus
Ally B

Traits
Human
Cleric
Divine

Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Goblin Fortress Card 2:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Big Chief Wortus
Villain Monster 1

Traits
Goblin
Aristocrat

Check
Combat
16

Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.

After you act, each character at this location is dealt 1d4 Acid damage.

Goblin Fortress Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Goblin Fortress Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Goblin Fortress Card 6:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Goblin Fortress Card 7:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Goblin Fortress Card 8:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Goblin Fortress Card 9:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Goblin Fortress Card 10:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:3
Located here: Rivani/Greenclaw, Adowyn/Elinnea, Rooboo/Wei Ji, Oloch/Agent Eclipse

Junk Beach Card 1 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 2 - Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 3:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Junk Beach Card 4:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Junk Beach Card 5:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Junk Beach Card 6:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Junk Beach Card 7:
Potion of Healing
Item C

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.

Junk Beach Card 8:
Wand of Force Missile
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Junk Beach Card 9:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 10:
Mace
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.

Junk Beach Card 11:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Junk Beach Card 12:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

Woods Card 1:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Woods Card 5:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Woods Card 6:
Quarterstaff
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.

Woods Card 7:
Zombie
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.

Woods Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Woods Card 9:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Woods Card 10:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1

Guard Tower Card 1:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 2:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Guard Tower Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 5:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Guard Tower Card 6:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Guard Tower Card 7:
Elven Chain Shirt
Armor B

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.

Guard Tower Card 8:
Potion of Healing
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.

Guard Tower Card 9:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Guard Tower Card 10:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

Garrison Card 1:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 2:
Half-Plate
Armor C

Traits
Heavy Armor
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.

Garrison Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Garrison Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Garrison Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 6:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 7:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Garrison Card 9:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 10:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Farmhouse Card 2:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Farmhouse Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 4:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Farmhouse Card 5:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 6:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Farmhouse Card 7:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Farmhouse Card 8:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Farmhouse Card 9:
Returning Throwing Axe +1
Weapon B

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

Not keen to have to deal with a wave of goblin attackers, Rivani casts her mind out into the nearby surroundings, trying to determine if there is a way to avoid them.
Instead of moving, examine top card of deck, then shuffle the deck.
Explore
Card #: 1d12 ⇒ 8

Wand of Force Missile:

Item 1
Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Quickly leading the group down a track away from the beach and the goblin party, Rivani stumbles across a discarded wand at the edge of the sand. Someone else must have used this same escape route.

Arcane DC7: 1d12 + 3 ⇒ (12) + 3 = 15

Grabbing the magical item, she then presses ahead away from the little green nasties.
Discard BotG to explore again
Card #: 1d12 ⇒ 3

Goblin Warchanter:

Monster 1
Traits
Goblin
Bard
Elite

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

Unfortunately, the path leads her and her friends straight into another goblin ambush, the tribe's spellcaster jumping out and trying to attack her.

Discard Sign of the Thrush for BYA check
Wisdom DC8: 2d8 ⇒ (6, 7) = 13

Goblin Mutation: 1d6 ⇒ 3 OK, so no effect in this case

Rivani is able to avoid the goblin's attempt to dispel her spell and unleashes a burst of cold air towards him.

Frigid Blast
Combat (Arcane) DC8: 1d12 + 3 + 2d4 ⇒ (8) + 3 + (3, 3) = 17
Recharge? DC6: 1d12 + 3 ⇒ (4) + 3 = 7

The goblin warchanter is quickly turned into a little green popsicle and Rivani decides some caution is needed. She pauses to consider which direction they should head next.
End Turn. Reset Hand

Rivani wrote:

Hand: Inflict Pain, Life Drain, Guard, Acid Jet, Blessing of the Spellbound, Wand of Force Missile,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Use Blessing for closings or emergencies as needed (or to get extra cool loot)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([ ] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 3 Adowyn/Elinnea

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Rooboo)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 5 Oloch)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 6 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 7 Adowyn)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 8 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 9 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 10 Rivani)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 11 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 12 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 13 Oloch)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 14 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 12 (Turn 15 Adowyn)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 16 Rooboo)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 14 (Turn 17 Oloch)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 15 (Turn 18 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 19 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 (Turn 20 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 18 (Turn 21 Oloch)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 19 (Turn 22 Rivani)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 23 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 21 (Turn 24 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 25 Oloch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 26 Rivani)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 25 (Turn 28 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 26 (Turn 29 Oloch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 27 (Turn 30 Rivani)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Father Zantus
Ally B

Traits
Human
Cleric
Divine

Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Goblin Fortress Card 2:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Big Chief Wortus
Villain Monster 1

Traits
Goblin
Aristocrat

Check
Combat
16

Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.

After you act, each character at this location is dealt 1d4 Acid damage.

Goblin Fortress Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Goblin Fortress Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Goblin Fortress Card 6:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Goblin Fortress Card 7:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Goblin Fortress Card 8:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Goblin Fortress Card 9:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Goblin Fortress Card 10:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:3
Located here: Rivani/Greenclaw, Adowyn/Elinnea, Rooboo/Wei Ji, Oloch/Agent Eclipse

Junk Beach Card 1:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Junk Beach Card 2:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 3:
Potion of Healing
Item C

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.

Junk Beach Card 4:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 5:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 6:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Junk Beach Card 7:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Junk Beach Card 8:
Mace
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.

Junk Beach Card 9:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Junk Beach Card 10:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

Woods Card 1:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Woods Card 5:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Woods Card 6:
Quarterstaff
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.

Woods Card 7:
Zombie
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.

Woods Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Woods Card 9:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Woods Card 10:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1

Guard Tower Card 1:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 2:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Guard Tower Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 5:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Guard Tower Card 6:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Guard Tower Card 7:
Elven Chain Shirt
Armor B

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.

Guard Tower Card 8:
Potion of Healing
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.

Guard Tower Card 9:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Guard Tower Card 10:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

Garrison Card 1:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 2:
Half-Plate
Armor C

Traits
Heavy Armor
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.

Garrison Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Garrison Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Garrison Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 6:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 7:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Garrison Card 9:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 10:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Farmhouse Card 2:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Farmhouse Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 4:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Farmhouse Card 5:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 6:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Farmhouse Card 7:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Farmhouse Card 8:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Farmhouse Card 9:
Returning Throwing Axe +1
Weapon B

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.


Deck handler

While Oloch and Rivani are dealing with some of the goblins gathered around them, Adowyn and Leryn creep sneakily around the side, trying to flank someone. But the first target she notices is not a goblin at all, but a human! Some evil person has been teaming up with these mutated monsters.

Cultist:

Monster C
Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

She carefully aims her shortbow at the cultist and releases an arrow.

Ranged Combat 9: 1d10 + 1d6 + 5 ⇒ (6) + (5) + 5 = 16

She takes notice of a crow flapping around nearby, and whispers to it, "Hey, do you know how we could get out of this goblin trap? I'll give you some snacks later if you help us out." The crow obligingly hops forward. (Discard the Crow to explore)

Goblin Raider:

Henchman Monster 1
Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

But it leads her instead directly into the arms of another one of the raiders. Is the crow in cahoots with the goblins too?

Goblin effect: 1d6 ⇒ 6 Aw rats. The Crow gets buried.

Adowyn feels an intense sense of betrayal as the crow hops confidently onto the goblin's shoulder and gives her a smug look. So much for that ally, she thinks grimly, and raises her bow to send the goblin off.

Ranged Combat 8: 1d10 + 1d6 + 5 ⇒ (8) + (3) + 5 = 16

The arrow cleanly punctures is throat, and the crow is startled into flying away - probably to warn more of its goblin allies. Adowyn feels her pessimism growing, and she takes a break to shake it off.

Adowyn wrote:

Hand: Javelin, Force Shortbow +1, Aspect of the Falcon, Desna's Star, Snow Leopard

Displayed: Leryn
Deck: 9 Discard: 0 Buried: 1
Notes: Snow leopard can add 1d4 to any combat check

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 4 Rooboo/Wei Ji

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Oloch)
Spoiler:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 6 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 7 Adowyn)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 8 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 9 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 10 Rivani)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 11 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 12 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 13 Oloch)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 14 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 11 (Turn 15 Adowyn)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 16 Rooboo)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 13 (Turn 17 Oloch)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 14 (Turn 18 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 (Turn 19 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 20 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 17 (Turn 21 Oloch)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 18 (Turn 22 Rivani)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 23 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 20 (Turn 24 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 25 Oloch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 26 Rivani)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 23 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 24 (Turn 28 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 25 (Turn 29 Oloch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 26 (Turn 30 Rivani)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Father Zantus
Ally B

Traits
Human
Cleric
Divine

Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Goblin Fortress Card 2:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Big Chief Wortus
Villain Monster 1

Traits
Goblin
Aristocrat

Check
Combat
16

Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.

After you act, each character at this location is dealt 1d4 Acid damage.

Goblin Fortress Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Goblin Fortress Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Goblin Fortress Card 6:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Goblin Fortress Card 7:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Goblin Fortress Card 8:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Goblin Fortress Card 9:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Goblin Fortress Card 10:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:0 Ba:2 W:1 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:2
Located here: Rivani/Greenclaw, Adowyn/Elinnea, Rooboo/Wei Ji, Oloch/Agent Eclipse

Junk Beach Card 1:
Potion of Healing
Item C

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.

Junk Beach Card 2:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 3:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Junk Beach Card 4:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.

Junk Beach Card 5:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Junk Beach Card 6:
Mace
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.

Junk Beach Card 7:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Junk Beach Card 8:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

Woods Card 1:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Woods Card 5:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Woods Card 6:
Quarterstaff
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.

Woods Card 7:
Zombie
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.

Woods Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Woods Card 9:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Woods Card 10:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1

Guard Tower Card 1:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 2:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Guard Tower Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 5:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Guard Tower Card 6:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Guard Tower Card 7:
Elven Chain Shirt
Armor B

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.

Guard Tower Card 8:
Potion of Healing
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.

Guard Tower Card 9:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Guard Tower Card 10:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

Garrison Card 1:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 2:
Half-Plate
Armor C

Traits
Heavy Armor
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.

Garrison Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Garrison Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Garrison Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 6:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 7:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Garrison Card 9:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 10:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Farmhouse Card 2:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Farmhouse Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 4:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Farmhouse Card 5:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 6:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Farmhouse Card 7:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Farmhouse Card 8:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Farmhouse Card 9:
Returning Throwing Axe +1
Weapon B

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.


Tengu Monk Deck Handler

"Yes, avoiding the mass of their forces while we're at our fullest is best." the strange bird-person notes as they follow the 'local' guides around the mess, with their friend giving them some odd looks before shrugging.

Junk Beach Card 1: Potion of Healing

Spoiler:

Potion of Healing
Item C

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.

Discarding Blessing of Irori to add 2 dice to Intelligence non-combat check

Intelligence 5: 1d8 + 2d8 ⇒ (5) + (1, 1) = 7 Acquired

"See? The goblins clearly did not see the need for this as they were too wrapped up in the acquisition of material --"

"Um... Roo... I don't feel so good." the athlete travelling with the tengu says with a pained tone.

Discarding Athlete to explore

Junk Beach Card 2: Poison Trap

Spoiler:

Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Dexterity 5: 1d10 ⇒ 10

"Frank! No!" The tengu attempts to make the well-hewn fellow's sacrifice not be in vain... only to find a second, more hidden trap!

Summon and Defeat another Poison Trap? Okay

Recharging Trapsmith Gloves to disable Poison Trap

Dexterity 5: 1d10 + 1d10 ⇒ (8) + (2) = 10

That one coated her gloves thoroughly enough that they need to be rinsed off and let to dry for a bit.

Random Items: 1d6 ⇒ 6 That's kind of convenient, given that there's only five Random Items. Taking the top one off the pile of cards above.

Random Item Card 1: Potion of Gracefulness

Spoiler:

Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Acquired

"Huh. They snuck a potion in here, Frank. It looks like something you would have appreciated. We'll try to get you some medical attention once we get out of here, now that we've broken out of the ambush."

Resetting Hand, End of Turn

Rooboo wrote:

Hand: Potion of Healing, Potion of Gracefulness, Blessing of Gorum, Conch Shell, Amulet of Mighty Fists,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 5
Proficient with: [ ] Weapons
Powers:
For your combat check, you may reveal a weapon to use your Dexterity Skill +1d6([ ] +1d8)([ ]+1d10) plus the weapon's adventure deck number; you may additionally discard that weapon to add another 1d6([ ] 1d10) and the weapon's traits.
When you encounter a barrier([ ] or a monster), you may evade it, then move, then end your turn.
When you attempt a check before you act([ ] or a check to acquire an item), you may use your Dexterity skill instead of any listed skill.

Silver Crusade RPG Superstar 2014 Top 16

Great turn, Roo!

During This Adventure: NO BOX.

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

Random Monsters:
Monster 1
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Monster 2
Spoiler:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Monster 4
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 5
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 2
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Random Weapons:
Weapon 1
Spoiler:
Mace
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 2
Spoiler:
Longspear
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.

Weapon 3
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

Weapon 5
Spoiler:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.

Random Spells:
Spell 1
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Fiery Weapon
Spell 1

Traits
Magic
Arcane
Divine
Fire

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
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.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
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 2
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

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 you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
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.

Armor 4
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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. 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.

Random Items:
Item 1
Spoiler:
Potion of Gracefulness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.

Item 2
Spoiler:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Item 3
Spoiler:
Potion of Healing
Item C

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.

Item 4
Spoiler:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Item 5
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 3
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Ally 5
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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 2
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessing 4
Spoiler:
Blessing of Sarenrae
Blessing B

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 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Turn: 5 Oloch/Agent Eclipse

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
Blessing of Shelyn
Blessing C

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Rivani)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 7 Adowyn)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 8 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 9 Oloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 10 Rivani)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 11 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 12 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 13 Oloch)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 14 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 10 (Turn 15 Adowyn)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 16 Rooboo)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 17 Oloch)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
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 Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 13 (Turn 18 Rivani)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 14 (Turn 19 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 15 (Turn 20 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 16 (Turn 21 Oloch)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
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 Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 17 (Turn 22 Rivani)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 23 Adowyn)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 19 (Turn 24 Rooboo)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 25 Oloch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 26 Rivani)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 27 Adowyn)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

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 combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 23 (Turn 28 Rooboo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 24 (Turn 29 Oloch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 25 (Turn 30 Rivani)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

Goblin Fortress Card 1:
Father Zantus
Ally B

Traits
Human
Cleric
Divine

Check
Wisdom
Divine
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.

Goblin Fortress Card 2:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Goblin Fortress Card 3:
Big Chief Wortus
Villain Monster 1

Traits
Goblin
Aristocrat

Check
Combat
16

Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.

After you act, each character at this location is dealt 1d4 Acid damage.

Goblin Fortress Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.

Goblin Fortress Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Goblin Fortress Card 6:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Goblin Fortress Card 7:
Shopkeeper's Daughter
Barrier 1

Traits
Obstacle
Human
Basic

Check
Wisdom
8

Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.

Goblin Fortress Card 8:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.

Goblin Fortress Card 9:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.

Goblin Fortress Card 10:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.

Junk Beach
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed
Located here: Rivani/Greenclaw, Adowyn/Elinnea, Rooboo/Wei Ji, Oloch/Agent Eclipse

Junk Beach Card 1:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.

Junk Beach Card 2:
Mattock
Item B

Traits
Tool
Basic

Check
Strength
Melee
6

Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Junk Beach Card 3:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Junk Beach Card 4:
Amulet of Mighty Fists
Item C

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
Wisdom
Divine

Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Junk Beach Card 5:
Potion of Healing
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.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1

Woods Card 1:
Sneak
Monster C

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Woods Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Woods Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Woods Card 4:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Woods Card 5:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.

Woods Card 6:
Quarterstaff
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.

Woods Card 7:
Zombie
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.

Woods Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Woods Card 9:
Potion of Glibness
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.

Woods Card 10:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1

Guard Tower Card 1:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 2:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Guard Tower Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Guard Tower Card 4:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Guard Tower Card 5:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.

Guard Tower Card 6:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.

Guard Tower Card 7:
Elven Chain Shirt
Armor B

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.

Guard Tower Card 8:
Potion of Healing
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.

Guard Tower Card 9:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Guard Tower Card 10:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

Garrison Card 1:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

Garrison Card 2:
Half-Plate
Armor C

Traits
Heavy Armor
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.

Garrison Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Garrison Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Garrison Card 5:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 6:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 7:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Garrison Card 8:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Garrison Card 9:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Garrison Card 10:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1

Farmhouse Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

Farmhouse Card 2:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Farmhouse Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Farmhouse Card 4:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.

Farmhouse Card 5:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Farmhouse Card 6:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Farmhouse Card 7:
Hell Hound
Monster B

Traits
Outsider
Elite

Check
Combat
10

Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.

Farmhouse Card 8:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Farmhouse Card 9:
Returning Throwing Axe +1
Weapon B

Traits
Axe
Ranged
Slashing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

Farmhouse Card 10:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Grand Lodge

Deck Handler

Oloch rushes past his friends towards the fleeing goblins while calling out.

"Don't be sad Adowyn more goblins to kill and we can cook the bird! Glory for Frank!"

Explore Goblin Fortress Card 1: Father Zantus.
Divine 6: 1d18 + 2 ⇒ (16) + 2 = 18 Success!

As Oloch approaches the structure he encounters another man of the faith and convinces them they fight better together.

"Another warpriest? No? Then it is dangerous for you to be alone so we disperse them together for our gods!" he cheers while clapping the man on the back. Their combined holy fervor coaxes them onward.

Discard Blessing of The Samurai 1 to explore Goblin Fortress Card 2: Bracers of Protection.
Intelligence 3: 1d4 ⇒ 3 Success!

The duo does not encounter any goblins but a discarded bracer with a faint aura is found by the Father and Oloch let's him hold onto it. He also fits the bone spikes across the chest of the priest much to his displeasure.

"You need protection in case a sneaky goblin gets by me!"

Discard Bracers of Protection and Bone Spikes. End Turn. Reset Hand.

Oloch wrote:

Hand: Divine Favor, Blessing of Kols, Hammer, Father Zantus,

Displayed: Belkzen Battle Standard,
Deck: 10 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors & Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings, and spells; for each card displayed, add 1 ([ ] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

"I can sense a settlement over there!" Rivani cries out, pointing through a thick copse of trees. "We can't let any people there be attacked by these goblins!" The psychic then rushes off in the that direction.

Move to Farmhouse. Explore.

Guide:

Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.

She meets a man running the other way. "Oh, thank the gods. Please, those people are in terrible danger. I came to get help!" he pants as Rivani approaches.
Charisma DC6: 1d6 ⇒ 5

Rivani tries to convince the man to come with her and help those trapped in the farmhouse, but he doesn't stop to talk any longer, fleeing back in the direction she just came from.

End Turn. Reset Hand.

Rivani wrote:

Hand: Inflict Pain, Life Drain, Guard, Acid Jet, Blessing of the Spellbound, Wand of Force Missile,

Displayed:
Deck: 8 Discard: 2 Buried: 0
Notes: Use Blessing for closings or emergencies as needed (or to get extra cool loot)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Charisma d6 [ ]+1 [ ]+2 [ ]+3

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
For your Perception or Ranged ([ ] or Acrobatics, Craft or Disable) check, you may recharge a card to use your Knowledge skill instead.
You may discard ([ ] or recharge) a spell ([ ] or a boon) to add 1d4 to your Arcane check.
[X] During your move step, instead of moving, you may examine the top card of your location deck, then you may shuffle the deck.


Deck handler

Adowyn greets the small bird-like person with delight when he disarms a couple traps and shows them the way off the beach. “Oh, are you with us? Thank you so much! Any enemy of the goblins is a friend of mine.” She takes a last glance around and says, “We should get out of here for now. Let’s catch up back in town.”

Examine the top card to reveal a Token of Remembrance, then move to the Woods.

She finds herself emerging into the familiar forest around Sandpoint, and proceeds cautiously.

Sneak:

Monster C
Traits
Human
Rogue
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Perception 8: 1d8 + 2 ⇒ (7) + 2 = 9

The caution was merited, for she spots another in here trying to keep to the shadows. She lifts her bow silently.

Ranged combat 10: 1d10 + 1d6 + 5 ⇒ (2) + (3) + 5 = 10

She almost overshoots, but manages to land a clean shot before the sneak knows what’s happening. Examine the top card of my deck... It’s a blessing of the gods, which I will leave there. Discard the snow leopard to explore again.

Goblin Commando:

Monster B
Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

This time Adowyn is the one who gets taken by surprise. A crossbow bolt whizzes out from between the trees and knocks the javelin right out of her hands. (Discard Javelin for damage) She swifly draws her bow to fire a retaliatory shot.

Ranged combat 9: 1d10 + 1d6 + 5 ⇒ (6) + (1) + 5 = 12

Adowyn ducks behind a tree to take a better look around and catch her breath before continuing.

Recharge Desna’s Star to recharge... 1d2 ⇒ 2 the javelin, then reset my hand

Adowyn wrote:

Hand: Blessing of the Gods, Force Shortbow +1, Aspect of the Falcon, Fox, Underwater Crossbow

Displayed: Leryn
Deck: 8 Discard: 1 Buried: 1
Notes: Fox can add 1d4 to any Int/Wis check

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.


Character Deck Upgrade Prefs: Spell 4/3 > Weapon 4 > Blessing 4

I think Adowyn missed rolling for the goblin's mutation effect?


Deck handler

You’re right, I totally forgot. Thanks for the reminder.

Goblin effect: 1d6 ⇒ 5 The dreaded acid explosion!

Acid damage: 1d4 ⇒ 1 I’ll discard the spell for the extra damage. New hand update:

Adowyn wrote:

Hand: Blessing of the Gods, Force Shortbow +1, Compass, Fox, Underwater Crossbow

Displayed: Leryn
Deck: 7 Discard: 2 Buried: 1
Notes: Fox can add 1d4 to any Int/Wis check

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +2
Survival: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Ally
Hand Size: 5 [ ]6
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster ([ ] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.

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