MorkXII |
SEASON OF THE RUNELORDS
Everyone knows the tales of those stupid longshanks adventurers from the town of Sandpoint. But have you heard the exploits of the heroic goblins Reta, Poog, Mogmurch, and Chuffy? These names will go down in history (or until we forget them). These brave Licktoad goblins ventured far and wide… well, not too far… and actually kind of close by. They have fought giant creatures and evil longshanks. Their adventures are stuff of legend and awe. Before we tell you of these undertakings, let us pray to Lamashtu and see if she’ll bless us with some mutations or other exciting things.
Nah, let’s just sing.
Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump.
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!
Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!
DURING THIS ADVENTURE PATH
You gain the Goblin trait.
Wait, I'm Not a Goblin!
Every now and then, you have a strange memory that maybe you aren’t a goblin. Maybe it’s because your character card says “Human” or has a distinctly un-goblin name like Alahazra. It’s almost like everything has been a horrible nightmare ever since you tangled with some cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary, Lamashtu is great, and it’s time to set things on fire.
This is the Gameplay thread for our Season of the Goblins playthough. This thread is intended for gameplay (explorations, dice rolls, roleplay, etc). Tactical discussions can be posted here within OOC tags, or in the Discussion thread, and anything not directly related to the game should also go in the Discussion thread.
Our players for this game are:
Hawkmoon269/Reta
redeux/TBD
Wikwocket/TBD
Keith/TBD
We still have a few weeks before the event begins, but we will use this time to select characters and get everything set up so that we can hopefully have a smooth start in March! Look for more details in the Discussion thread (and/or private messages) from me soon.
Reta Hawkmoon |
Skills and Powers:Hand:Skills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
[b]Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes:
Reepazo by redeux |
Hi friends!! Let's play Reepazo's favorite game: Zap the bugs!
Hand:
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 [x]+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
Qualzar 1006 |
Qualzar reporting for duty.
Dagger
Force Missile
Lightning Touch
Black Spot
Leather Armor
Caltrops
Codex
Sage
Crow
Turtle
Guide
Blessing of the Gods 1
Blessing of the Gods 2
Blessing of the Gods 3
Blessing of the Gods 4
Hand:
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ]+1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Poog - Keith |
1 person marked this as a favorite. |
Poog is Poog! Gimme blessings for great winning. We burn and stab and eat and burn!
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (□ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
Poog say Zarongel is the best,
He help burn things and heal the rest. Zarongel’s favor makes Poog blessed.
And Poog also stab you with knife if you make fun of how he isn’t good at riding animals.
Sorry. Poog is best at rhyming.
Master of poetic timing.
Do you hear the words which I’m ing- Loriously... ingratious... ingrown... Blasted words! I stab you with knife too!
Reta Hawkmoon |
Don't forget who's in charge!
Reta chop and Reta bite!
Reta slay and Reta fight!
Reta stab and Reta smite!
Reta kills it all just right!
Reta in command of troop!
Obey her or you're in the soup!
Don't you be a nincompoop
Or she will sword you-zoop zoop zoop.
Skills and Powers:Hand:Skills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 15 Discard: 0 Buried: 0 Displayed: 0
Notes:
Zetha Wocket |
Zetha is here.
Sometimes she is corporeal. Sometimes she is a shadow.
Today... she is a Goblin.
Hand:
Displayed: Ahtez
Deck: 15 Discard: 0 Buried: 0
Skills and Powers:Skills:
Strength d4
Dexterity d10
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).
Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
MorkXII |
ADVENTURE 1: WE BE GOBLINS!
You are goblins of the Licktoad tribe, living deep in Brinestump Marsh, south of the hated man-town called Sandpoint. Once, other goblins tried to burn Sandpoint down, and they would have been legends if they had succeeded. But they didn’t bring enough fire, and got themselves killed as a result.
Yesterday, your tribe discovered that one of your own had been using forbidden arts and was engaged in one of the greatest of taboos—writing things down. In fact, rumor holds that what he was writing was a history of your tribe! There’s no swifter way to bring about bad luck than stealing words out of your mind by writing them down, and so your tribe had no choice. You branded the goblin’s face with letters to punish him, which is why everyone calls him Scribbleface now, and then you ran him out of town, took all of his stuff, and burned down his hut.
That’s where things got interesting, because before you all burned down his hut, Chief Gutwad found a weird box within the building. Inside was a map and a lot of fireworks—fireworks that immediately came to use in burning the hut down. Then, this morning, Gutwad announced that tonight there would be a feast in order to drive out any lingering bad luck from Scribbleface’s poor decisions. But perhaps even more exciting, all of you have been secretly invited to meet at Chief Gutwad’s Moot House. Why would the chief want to speak to you? It can only mean that he’s got an important mission for you all... one that the other goblins of the tribe couldn’t pull off. This could be your chance to go down in Licktoad history!
By tradition, His Mighty Girthness Chief Rendwattle Gutwad does not speak directly to his subjects, so you are shocked when he addresses you directly in a deep, booming voice.
“You all be heroes. Each of you. You are best Licktoads but for me. And maybe but for Slorb. That you aren’t fleeing in terror from mighty sound of my voice is all the proof you should need. Yet soon, all Licktoad goblins will know your might, for I have picked you for a dangerous mission. You know about fireworks and map we found in Scribbleface’s hut. Fireworks were fun. But map is more fun. It shows a route to a place near the coast where Scribbleface found fireworks. And it says there are more fireworks there! I want them for Licktoads. You all go get them tomorrow. Tonight we have big bonfire to burn bad luck away from you, and we play many games. Much fun. Tomorrow you fetch me fireworks. If you meet men, you make them dead. If you meet dogs, you make them dead. If you meet horses, you make them dead. If you meet Lotslegs Eat Goblin Babies Many, you maybe should run. And if you not find fireworks, you not come back or we feed you to Squealy Nord!”
DURING THIS ADVENTURE
You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
MorkXII |
2B-1A: THE BIG BONFIRE
You and the other goblins toil all afternoon to build a bonfire out of branches, twigs, and unburnt timbers taken from the ruins of Scribbleface’s hut. As night falls, a group of four goblins struggles to carry out the 6-foot high Teeter Chair, with Chief Gutwad sitting atop, allowing Chief Gutwad to properly look down on his subjects. The chief lights the fire with a Desnan candle, signalling the start of an all-night celebration that features lots of good things to eat (snails, fish, and snakes) and gives you a chance to enjoy being
a goblin. As the evening continues with feasting and dares, the chief brings out a barrel of fermenting cider apples and most goblins get drunk very quickly.
As the evening progresses, word that you are going on a special quest spreads, and the other goblins begin daring you to show off your heroics.
What harm could happen?
VILLAIN:
None
HENCHMEN:
None
DURING THIS SCENARIO
When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to your character deck instead.
To win this scenario, close the location Licktoad Camp.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 0
Blessings Remaining: 0
Blessings Deck
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reta, Rapeezo, Zetha, Poog, Qualzar
Keith Richmond Lone Shark Games |
Hand: Torch, Flybreath, Burning Snot, BotGobs, Doghide Armor,
Deck: 10 Discard: 0 Buried: 0
Notes:
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (□ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
Reepazo by redeux |
An'one else smell some slugs?
Hand: Cure, Detect Magic, Immolate, Torch,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
Qualzar 1006 |
Hand: Crow, Guide, Lightning Touch, Sage, Force Missile, Turtle,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ]+1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Reta Hawkmoon |
Skills and Powers:Hand: Shortbow, Sickle, Reformarium Servant, Blessing of the Gobs, Blessing of the GobsSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Others are welcome to use my blessings if needed.
Zetha Wocket |
Hand: Bound Magma Spirit, Summon Steed, Enchanted Fang, Researcher, Phantasmal Minion, Black Spot
Displayed: Ahtez
Deck: 9 Discard: 0 Buried: 0Notes: Feel free to request Black Spot or Enchanted Fang for your combats, or just use them!
Skills and Powers:Skills:
Strength d4
Dexterity d10
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 1 Reta/Hawkmoon269
Top of Blessing Discard Pile: 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 Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 C
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.
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 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.
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.
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:2 Ba:14 W:2 Sp:2 Ar:2 I:2 Al:2 Bl:2 ?:0
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.
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 Fortitude check.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Weapon C
Traits
Sword
Melee
Slashing
2-Handed
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Blessing C
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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.
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 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
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.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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 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 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 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.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
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.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Reta Hawkmoon |
Exploring. Barrier. Barrier: 1d6 ⇒ 1
Knowing that she is the best leader ever, Reta never backs down from a challenge. She takes the fermented apple offered to her and scarfs it down.
I'll play a Blessing of the Gobs.
Fortitude 8: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10
Success.
No need to go crazy with exploring yet. I'll end there.
Skills and Powers:Hand: Shortbow, Sickle, Reformarium Servant, Spotol, Blessing of the GobsSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 9 Discard: 1 Buried: 0 Displayed: 0
Notes: Others are welcome to use my blessings if needed.
I'm more than happy to play blessings for Poog since I will also heal. Others can use them as well.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 2 Reepazo/redeux
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 28
Blessings Deck
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 C
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.
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 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.
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.
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:2 Ba:13 W:2 Sp:2 Ar:2 I:2 Al:2 Bl:2 ?:0
Located here: Reta (1), Rapeezo, Zetha, Poog, Qualzar
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 Fortitude check.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Weapon C
Traits
Sword
Melee
Slashing
2-Handed
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Blessing C
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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.
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 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
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.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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 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 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 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.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
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.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Reepazo by redeux |
Reepazo explores!
Some bottle of sorts.
Potion of Fortitude DC 4 intel: 1d6 ⇒ 6 acquired!
"This will go nicely with my collection!"
Reepazo uses Detect Magic to examine top card. It is a blessing but Reepazo can't acquire it easily so chooses not to encounter immediately and leave it for Zetha!
Detect Magic Recharge DC 4: 1d8 + 2 ⇒ (3) + 2 = 5 recharged
Reset hand and end turn.
Hand: Cure, Immolate, Torch, Portion of Fortitude (acquired),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: use potion of fort if you need to pass a Fort check, it will auto-succeed
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 3 Zetha/Wikwocket
Top of Blessing Discard Pile: 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: 27
Blessings Deck
Blessing C
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.
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 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.
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.
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:2 Ba:13 W:2 Sp:2 Ar:2 I:1 Al:2 Bl:2 ?:0
Located here: Reta (1), Rapeezo, Zetha, Poog, Qualzar
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Weapon C
Traits
Sword
Melee
Slashing
2-Handed
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Blessing C
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
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.
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 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
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.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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 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 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 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.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
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.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Zetha Wocket |
Zetha knows the way to win any contest is with sneakiness and trickery.
She begins her turn searching for a creature to capture and make user of later, and adds a Shadow to her hand.
She summons her cohort, Ahtez, and then encounters the Blessing of Bark Breaker that Reepazo found. She smugly reveals 5 cards to acquire it.
She briefly consults her Researcher for advice, and discards her to sneak away from the campfire, and look around. She spies a Greatsword that another goblin isn't keeping too close an eye on. She quietly banishes the Shadow to attempt to use stealth to steal the sword.
Stealth check for Greatsword 11 check: 1d10 + 3 ⇒ (6) + 3 = 9 Alas, she is seen by the other goblins, and drops the sword and runs away.
In annoyance, she discards her Summon Steed spell, which is pointless to use while at the bonfire. But she smiles as she finds her Scrying Mirror, which is much more useful.
Poog - Keith |
Stupid longshanks make swords too big to drag quietly!
Poog explores! Erastil? More like stupidface-il.
Meanwhilst, Flybreath notices an awful lot of bugs swarming around Reepazo and leaps off Poog's head onto Reepazo's.
Discard this card to explore your location.
“Poog has got the meanest pet. It eats each fly it has met.”
Divine 5: 1d10 + 2 + 1d4 ⇒ (7) + 2 + (1) = 10
Discard Useless-il to explore again: Find Traps
Poog think this best thing ever for this scenario. Reta, bless me! (and heal 1)
Divine 6: 1d10 + 2 + 1d10 ⇒ (7) + 2 + (5) = 14 Didn't need blessing anyways, but better I have stuff than not have stuff.
Hand: Torch, Find Traps, Burning Snot, BotGobs, Doghide Armor,
Deck: 10 Discard: 1 Buried: 1
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (□ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
Poog think it okay to have extra time, cause then can use Blessing of the Gobs to steal longshank blessings from blessing deck.
Also, feel free to use Poog's Find Traps (2d vs barrier) and Burning Snot (1d4 & fire to a combat check)!
Reta Hawkmoon |
After Poog used my blessing:
Skills and Powers:Hand: Shortbow, Sickle, Reformarium Servant, SpotolSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes: Others are welcome to use my blessings if needed.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 5 Qualzar/yamasaki
Top of Blessing Discard Pile: 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: 25
Blessings Deck
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.
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.
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:2 Ba:13 W:1 Sp:1 Ar:2 I:1 Al:2 Bl:0 ?:0
Located here: Reta (1), Rapeezo, Zetha, Poog, Qualzar
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 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
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.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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 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 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 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.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
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.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Bunyip
Aquatic
Elite
Check
Combat
9
Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Zetha Wocket |
Oops, here is my hand after my last turn.
Hand: Bound Magma Spirit, Enchanted Fang, Scrying Mirror, Phantasmal Minion, Black Spot, Blessing of Bark Breaker
Displayed: Ahtez,
Deck: 8 Discard: 2 Buried: 0
Notes: Feel free to request Black Spot or Enchanted Fang for your combats, or just use them!
Sideboard cards:Skills and Powers:Skills:
Strength d4
Dexterity d10
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
Qualzar 1006 |
Qualzar flips Blessing of the Gods and explores, encountering a barrier 1d6 ⇒ 1 Eat the Fermented Apples. He suddenly froze and became quesy since Con is not his best trait. Nonetheless he tries to eat the apples, and surreptitiously feeds some of them to his Turtle. Ally buried to add 1d6 to the check.
Constitution 8: 1d4 + 1d6 ⇒ (1) + (4) = 5 He vomits them out in an amazing gush of pulp and vinegar. Recharged Lightning Touch and Guide. Barrier shuffled back undefeated. Losing face in front of his goblin mates, he leaves with his Crow for a while. Discard Ally to explore.
Random card in location: 1d22 ⇒ 20 He gets ambushed by a Bunyip. Good thing his Sage is there to guide him.
Wisdom 9 BYA: 2d6 ⇒ (6, 1) = 7 Not enough. He now faces the monster alone. He fires his Force Missile.
Combat 9+1: 1d10 + 2 + 2d4 ⇒ (3) + 2 + (1, 4) = 10 Just enough. Arcane 6+1: 1d10 + 2 ⇒ (6) + 2 = 8 Force Missile recharged. Draws back up and ends his turn.
Hand: Blessing of the Gods 1, Dagger, Caltrops, Codex, Blessing of the Gods 4, Leather Armor,
Displayed:
Deck: 7 Discard: 1 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ]+1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Reta Hawkmoon |
Random card to explore skipping card 20: 1d21 ⇒ 4
Reta finds a Snake slithering around in the camp. She decide to see if it wants to be her pet.
Wisdom 6: 1d6 ⇒ 3
Alas, it isn't interested and when it tries to bite her, she squishes it.
Discarding Reforarium Servant to explore again.
Skipping 4, 20: 1d20 + 1 ⇒ (20) + 1 = 21 Skeleton Horde I swear this gave a 5 the first time.
Barrier: 1d6 ⇒ 3 Hide or Get Clubbed.
Reta decides to hide with some help from Poog. Using Poog's Find Traps.
Dexterity 8: 1d10 + 2d10 ⇒ (5) + (1, 7) = 13
That gives another exploration.
Skippnig 4, 6, 20: 1d19 + 2 ⇒ (11) + 2 = 13Pit Trap
Barrier: 1d6 ⇒ 5 And it is a real Pit Trap
Perception 7: 1d6 + 3 ⇒ (1) + 3 = 4
Reta doesn't see the Pit Trap coming and falls. Others goblins laugh at her, so she pulls Poog, Reepazo, and those two goblins with funny names, Zetha and Qualzar down into trap with her. We all take 1d4 Combat damage. Sorry.
Combat damage: 1d4 ⇒ 1
Discard Shortbow.
Remove cards 4, 6, and 13, plus card 20 from Qualzar's turn.
Skills and Powers:Hand: Dogslicer, Sickle, Frog, Spotol, Blessing of the GobsSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 7 Discard: 3 Buried: 0 Displayed: 0
Notes: Poog can use Blessing of the Gobs since it heals. I'm low on cards, but if anyone else really needs it, they can use it too. Displayed: Collapsed Ceiling, Skeleton Horde
Qualzar 1006 |
Qualzar comes running back to camp to tell the others of his conquest when he trips and falls in the Pit Trap with the rest of his brood.
Combat damage: 1d4 ⇒ 2 Her Leather Armor took some of the blow but she dropped her Dagger. [Ooc]Armor recharged and discard Weapon for damage.
Hand: Blessing of the Gods 1, Caltrops, Codex, Blessing of the Gods 4,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: BotGs available for checks.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ]+1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Keith Richmond Lone Shark Games |
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 7 Reepazo/redeux
Top of Blessing Discard Pile: 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 Remaining: 23
Blessings Deck
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:12 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Reta (2), Rapeezo, Zetha, Poog, Qualzar
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 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 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.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
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.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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.
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 B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Reepazo by redeux |
pit trap: 1d4 ⇒ 4
Reepazo discards entire hand, including Cure
random explore, but not cards 4, 6, and 13, 20: 1d22 ⇒ 11
This is really a Collapsed ceiling, card 11
Scenario Barrier roll: 1d6 ⇒ 2
Reepazo is feeling pretty beat up by that pit trap her friend dragged her into. Just as she is getting out of the pit trap, her buddy Zetha dares her to eat a bag of slugs real quick.
Strange goblin. She must be new around here...Reepazo LOVES bugs and guts. using power feat, as this invokes vermin trait
Card 11. Eat Bag of Slugs Real quick, DC 5 cons: 2d6 ⇒ (2, 3) = 5
Card 11. Eat Bag of Slugs Real quick, DC 5 cons: 2d6 ⇒ (2, 3) = 5
"THE BUGGINS LEAPIN SO WHEN 'ERE COMES A REEPAZO!!"
Slugs didn't stand a chance. recharge Cure from defeating barrier
Reset hand and end turn
edit: GM-it looks like update was made mid-turn. I am needing the old card 11 removed. Wherever it now remains in the deck. Collapsed ceiling
Hand: FlyBreath (from Poog), Reformarium Servant, BotGobs 2, Burning Snot,
Displayed: Collapsed Ceiling,
Deck: 10 Discard: 3 Buried: 0
Notes:
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 8 Zetha/Wikwocket
Top of Blessing Discard Pile: Blessing of Hadregash
Blessing 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck
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 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.
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:11 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Reta (2), Rapeezo (1), Zetha, Poog, Qualzar
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 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 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.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
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.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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 B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Zetha Wocket |
Zetha climbs out of the pit, a little worse for wear. As she emerges, she captures a critter for later use (Draw random monster from box, Werewolf).
She returns to the fire, to discover...
Barrier, Pit Trap, Scenario barrier roll: 1d6 ⇒ 3
...her new tribemates telling her it was time to play Hide or Get Clubbed!
Naturally, she chooses to hide. Stealth 8 check for Hide or Get Clubbed: 1d10 + 3 ⇒ (4) + 3 = 7
On the down side, her tribe decides that it was not time for hiding; it was time to get clubbed.
Damage from getting clubbed: 1d4 - 1 ⇒ (1) - 1 = 0
On the up side, some of them can't club the broad side of a dog on a good day, and all the fermented cider is not exactly improving their aim. Zetha escapes with only wounded pride.
Hand: Bound Magma Spirit, Werewolf, Enchanted Fang, Scrying Mirror, Black Spot, Blessing of Bark Breaker,
Displayed: Ahtez,
Deck: 8 Discard: 3 Buried: 0
Notes: If you get in combat, please use Black Spot or Enchanted Fang!Skills and Powers:Skills:
Strength d4
Dexterity d10
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
Poog - Keith |
Hah, Poog show you how you do these dares!
Free Explore: Card: 1d18 ⇒ 7 - Trapped Passageway Really?: 1d6 ⇒ 1 Eat the Fermented Apples
Poog hungry, thanks. Reepazo,bless me! I'll bless me, too.
Con 8: 1d8 + 1d8 + 1d8 ⇒ (4) + (5) + (7) = 16 Mmm, tasty.
Poog, mighty hero, take rest now.
Hand: Torch, Burning Snot, Conch Shell, Dogfinder, BotGobs-4,
Deck: 7 Discard: 3 Buried: 2
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (□ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
OOC: Used Reepazo's BotG, so Reepazo will heal 1 card (and hopefully move that Cure higher in the deck)
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 10 Qualzar/yamasaki
Top of Blessing Discard Pile: 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: 20
Blessings Deck
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 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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:10 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Reta (2), Rapeezo (1), Zetha, Poog (1), Qualzar
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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 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.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
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 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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 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 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.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Qualzar 1006 |
Qualzar flips Blessing of Gorum and crawls out of the Pit Trap. Barrier: 1d6 ⇒ 1 The goblins gave him more fermented apples to eat. He groans and does the best he can with his Blessing of the Gods, and Poog's Blessing of the Gobs.
Constitution 8: 3d4 ⇒ (1, 1, 1) = 3 I don't believe it. Qualzar retched it all out again. Recharged BoTG and Codex. Barrier Slashing Blade reshuffled in location deck. Having nothing in hand but Caltrops, he draws back up and ends his turn.
Hand: Blessing of the Gods 3, Black Spot, Caltrops, Blessing of the Gods 2, Lightning Touch, Guide,
Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes: Blessing of the Gods x2 available, as is Black Spot.
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d4 [ ]+1
Intelligence d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 11 Reta/Hawkmoon269
Top of Blessing Discard Pile: 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: 19
Blessings Deck
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 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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:10 W:1 Sp:1 Ar:2 I:1 Al:1 Bl:0 ?:0
Located here: Reta (2), Rapeezo (1), Zetha, Poog (1), Qualzar
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
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.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Intelligence check.
Discard this card to explore your location.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 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 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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Reta Hawkmoon |
Reta explores.
Treasure Map? Barrier: 1d6 ⇒ 4
What she first thought was a Treasure Map, was really a Rusty Earbiter. Reta has always confused the two. Its part of what makes her a great leader.
I'll play my own Blessing of the Gobs and I'll bury my Frog for the 1d6 from the location.
Dexterity 7: 1d10 + 1d10 + 1d6 ⇒ (6) + (3) + (1) = 10
Defeated.
Reta decides to stop there. Being a good leader also means not being dead. Worst kind of leader is dead leader.
Skills and Powers:Hand: Dogslicer, Sickle, Doghide Armor, Beehive, SpotolSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 5 Discard: 4 Buried: 1 Displayed: 0
Notes: Displayed: Collapsed Ceiling, Skeleton Horde, Treasure Map
Reepazo by redeux |
Reepazo shuffles random card (Immolate) from discard pile into deck after playing blessing on Poog. Thanks Poog, true friend of the bug crusher!
Reepazo flips over BoSarenrae from blessing deck into discard pile
Reepazo explore and finds an Armor Half Plate. Reepazo uses power feat and displays Bruning Snot to get d12 cons die + vermin trait (activates second power feat)
Half Plate DC 4 cons: 1d12 + 1d6 ⇒ (9) + (2) = 11 acquired
(choose not to recharge displayed card)
This looks shiny and useful! We'll keep it! Reepazo convinces Reformarium Servant servant to scout ahead. adding 1d4 to checks to acquire.
Reepazo and reformarium servant find a dagger. Very shiny. Much likely.
(d12 from displayed power feat, 1d6 from vermin power feat, 1d4 from ally explore)
Dagger+1 DC 6 dexterity: 1d12 + 1d6 + 1d4 ⇒ (8) + (6) + (4) = 18 acquired
(recharge Displayed Burning Snot)
The dagger will go nicely with Reepazo's collection. Reepazo uses poog's ally flybreath to explore again and finds ally Amfibier.
Amfiibier DC 4 survival: 1d6 + 3 ⇒ (2) + 3 = 5 acquired
Mogmurch must be looking for his little buddy. But he's not around, so using Amfibier to explore. Looks like a shiny blade...but a mean shiny blade
scenario barrier roll: 1d6 ⇒ 6 yup, it's actually a slashing blade
Reepazo uses Qualzar's BotGods
Slashing Blade DC 9 dex: 2d8 ⇒ (8, 1) = 9 defeated
Fortunately Reepazo is fairly nimble with Qualzar's aid.
Reeepazo decides to rest. Reset hand and end turn.
Reepazo draws cure and uses on Qualzar who can't survive a hand wipe currently
Qualzar heal: 1d4 + 1 ⇒ (4) + 1 = 5 random cards shuffled into deck
Cure Recharge DC 8 divine: 1d8 + 2 ⇒ (3) + 2 = 5 cure discarded
Reepazo's new hand is:
Hand: Dagger+1 (acquired), Half Plate (acquired), BotGobs 1,
Displayed: Collapsed Ceiling, Slashing Blade,
Deck: 10 Discard: 7 Buried: 0
Notes: OK to use blessing on barriers
DEXTERITY d8 []+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 []+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 13 Zetha/Wikwocket
Top of Blessing Discard Pile: 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: 17
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:8 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Reta (3), Rapeezo (2), Zetha, Poog (1), Qualzar
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.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 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 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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Zetha Wocket |
Zetha is jealous that while she was trying not to get clubbed, Reepazo found some new shinies. She angrily snatches another critter and stuffs it into her bag (Draw Ghoul from box).
As she walks around, looking for some shinies for herself, she finds...
Pit Trap, Scenario barrier roll: 1d4 ⇒ 2, so Eat a Bag of Slugs Real Quick
...that her tribemates think that since she avoided the clubs, she should chug a bowl of slugs!
Zetha uses the critters in her sack to try to make the slugs disappear:
Banish Werewolf to use stealth:
Stealth 5 check for Eat a Bag of Slugs Real Quick: 1d10 + 3 ⇒ (8) + 3 = 11
Banish Ghoul to use stealth:
Stealth 5 check for Eat a Bag of Slugs Real Quick: 1d10 + 3 ⇒ (10) + 3 = 13
Success! The other goblins are none the wiser. She holds up the empty slug bag with pride! Display Pit Trap and recharge Researcher.
Concerned about the next challenge, she sneaks out the Scrying Mirror she found and has been hiding for herself. It reveals an Enchanter approaching the camp! Unfortunately she has to throw the mirror away before anyone sees her using it (Discarded, can't make recharge check).
Zetha sits down to rest. (Draws 2x Blessing of the Gods).
Hand: Bound Magma Spirit, Blessing of the Gods 3, Enchanted Fang, Blessing of the Gods 2, Black Spot, Blessing of Bark Breaker,
Displayed: Ahtez, Pit Trap,
Deck: 7 Discard: 3 Buried: 0
Notes: If you get in combat, please use Black Spot or Enchanted Fang!Skills and Powers:Skills:
Strength d4
Dexterity d10
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 14 Poog/Keith Richmond
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 16
Blessings Deck
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 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 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.
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:7 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Reta (3), Rapeezo (2), Zetha (1), Poog (1), Qualzar
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
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. After playing this card, succeed at a Disable 8 check to recharge it instead of discarding it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 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 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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.
Keith Richmond Lone Shark Games |
Poog is a little worried that Reta seems to be passing out, and the party still has a bunch to go.
Here, Reta, have this blessing. Make sure to use on me, since I am best goblin. (Blessing of the Gobs for you!)
Poog wanders into an Enchanter while Zetha is mumbling something. Nasty enchanters and their force missiles, making me drop my Conch shell.
Poog brandishes his torch at the Enchanter, but accidentally sets fire to his own face. . With a mighty sneeze, he sprays the Enchanter in Burning Snot.
Combat 8/9: 1d10 + 2 + 1d6 + 1d6 ⇒ (10) + 2 + (4) + (1) = 17 (Hmm, the MM Enchanter is Veteran, but the RotR one wasn't...)
The enchanter is defeated, but her flaming corpse rolls onto Poog, making him drop Dogfinder as well. Now Poog has no frogses!
Recharge 7: 1d10 + 2 + 1d6 ⇒ (9) + 2 + (4) = 15
Hand: Torch, Reformarium Servant, Dogslicer, Cure, BotGobs-2,
Deck: 4 Discard: 5 Buried: 3
Strength d8 □+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 □+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 □6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (□ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
Reta Hawkmoon |
After receiving a blessing from Poog.
Skills and Powers:Hand: Dogslicer, Sickle, Doghide Armor, Beehive, Spotol, Blessing of the GobsSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 5 Discard: 4 Buried: 1 Displayed: 0
Notes: Displayed: Collapsed Ceiling, Skeleton Horde, Treasure Map
Qualzar 1006 |
Qualzar flips Blessing of Torag, thanking Reepazo for the heal. He sees a set of Thieves' Tools. He uses the BotG to attempt to acquire.
Dexterity 4: 2d6 ⇒ (6, 3) = 9 Acquired! These will do nicely in taking care of those nasty nasty barriers. He stops now to admire his shiny new toy.
Hand: Thieves' Tools (ncd), Black Spot, Caltrops, Blessing of the Gods 1, Lightning Touch, Guide,
Displayed:
Deck: 8 Discard: 1 Buried: 1
Notes: Blessing of the Gods available, as is Black Spot.
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Reta Hawkmoon |
Blessing is Blessing of the Gods.
Reta explores and finds what looks like a group of her friends going out for a typical Tuesday night (Goblin Raid) or is it? Barrier: 1d6 ⇒ 2
Nope. Turns out it was just a bag of slugs. (Too bad, the Goblin Raider would have let me use the adventure power to recharge something in my discard pile.)
I'll put my Spotol on top of someone else's deck to add 1d4 to my Constitution check. Poog, you want it?
Fortitude 5: 1d8 + 1 + 1d4 ⇒ (3) + 1 + (2) = 6
Success.
I'll play my Blessing of the Gobs on the other check.
Fortitude 5: 1d8 + 1 + 1d8 ⇒ (7) + 1 + (2) = 10
And I'm going to use the power to acquire the next blessing, so that I'm bascially recharging a card.
Then I'll end my turn.
Skills and Powers:Hand: Dogslicer, Sickle, Doghide Armor, Beehive, Blessing of the GodsSkills STRENGTH d7
DEXTERITY d10
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☐ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 5 Discard: 4 Buried: 3 Displayed: 0
Notes: Displayed: Collapsed Ceiling, Skeleton Horde, Treasure Map,
Goblin Raid
MorkXII |
During This Adventure: You may evade banes you encounter that have the Goblin trait.
When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.
Henchman Barrier 1
Traits
Dare
Task
Check
Constitution
Fortitude
8
Powers
If undefeated, recharge 2 random cards.
Henchman Barrier 1
Traits
Dare
Task
Vermin
Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5
Powers
If undefeated, bury the top card of your deck.
If defeated, recharge a card from your discard pile.
Henchman Barrier 1
Traits
Dare
Task
Skirmish
Check
Dexterity
Stealth
8
Powers
If undefeated, you are dealt 1d4-1 Combat damage.
If defeated, you may explore your location.
Henchman Barrier 1
Traits
Dare
Task
Obstacle
Check
Dexterity
Acrobatics
7
OR
Bury an armor
Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.
To win this scenario, close the location Licktoad Camp.
Turn: 17 Reepazo/redeux
Top of Blessing Discard Pile: 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.
Blessings Remaining: 12
Blessings Deck
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 B
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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 B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:0 Ba:6 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta (4), Rapeezo (2), Zetha (1), Poog (1), Qualzar
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 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.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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 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 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.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
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.