[ACG] [OutPost I] MorkXII's Season of the Goblins (Inactive)

Game Master MorkXII

Turn Order:
Wikwocket/Zetha
yamasaki/Qualzar
redeuz/Rapeezo
Hawkmoon269/Reta
cartmanbeck/Tup
Keith Richmond/Poog
Summoned Bad Guys:

Servitor Demon: Favored of Deskari
Spoiler:
Favored of Deskari
Henchman Monster 6

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

Powers
The Favored of Deskari is immune to the Electricity and Poison traits. If your check to defeat has the Attack trait, expend a mythic charge.
If you succeed at the check to defeat, reroll the dice; take the new result.
If defeated, you may immediately attempt to close the location this henchman came from.


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

Powers
The Defiled One may not be evaded and is immune to the Acid, Mental, and Poison traits.
If your check against The Defiled One has the Divine or Melee trait, each character at your location is dealt 1 Fire damage.
The first time each turn The Defiled One is undefeated, a random character summons and encounters The Defiled One; after that encounter, the villain is undefeated.


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

Powers
The Lust Demon is immune to the Electricity, Fire, and Poison traits.
Before you act, succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.
If undefeated, the Lust Demon deals no damage; instead, bury an ally, or if you have no allies, bury your hand.


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

Powers
The Ash Giant Thug is immune to the Poison trait.
Damage from the Ash Giant Thug is increased by 2. The Ash Giant Thug deals damage to each character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

Powers
The Derkani is immune to the Electricity and Poison traits. Add 5 to your checks against this henchman if you succeed at an Intelligence or Knowledge 9 check, or if the check has the Force trait.
Before you act, each character at your locationa ttempts at a Wisdom 5 check. For each character that fails, a random character at her location is dealt 2 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

Powers
The Harvester is immune to the Poison trait. If the check to defeat has the Electricity trait, add 1d8.
Damage dealt by the Harvester is dealt to each character at your location.
Before you act, each character at another location must succeed at a Strength 12 check or move to your location.


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

Powers
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealth damage, she buries those cards isntead of discarding them.
If defeated, you may immediately attempt to close the location this henchman came from.


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

Powers
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

Powers
The difficult to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immun e to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

Powers
If the top card of the blessings discard pile has the Corrupted trait, blessings may not be played on checks against the Ivory Templar.
If undefeated, before taking damage, recharge your hand and reset it.
If defeated, you may immediately attempt to close the location this henchman came from.


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

Powers
The Stringy Fiend may not be evaded and is immune to the Acid and Poison traits.
Before you act, each character at a random other occupied location must succeed at a Dexterity or Acrobatics 10 check or move to this location and be unable to play weapons or spells during this encounter.
If defeated, you may immediately attempt to close the location this henchman came from.

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

Powers
Ravener Terendelev is immune to the Acid, Cold, Mental, and Poison traits. If your check has the Divine or Fire trait, add 1d12.
Before you act, each character at your location must expend a mythic charge then attempt a Dexterity or Acrobatics 16 check. Characters who succeed are dealt 2 Cold damage; characters who fail are dealt 1d4 Cold damage.
While you act, characters at other locations cannot play cards or use powers.


Acquired Shinies


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During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.

To win the scenario, close all locations.

Random Monsters:
Monster 1
Spoiler:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Monster 2
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Monster 3
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Monster 5
Spoiler:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

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

Random Barriers:
Barrier 1
Spoiler:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 2
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 3
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 5
Spoiler:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Random Weapons:
Weapon 1
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 2
Spoiler:
Dogslicer
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 3
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Weapon 4
Spoiler:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Weapon 5
Spoiler:
Animalbane Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. Add another 1d8 if the bane has the Animal trait.
When playing another weapon on a combat check, you may discard this card to add 1d4, or 1d8 if the bane has the Animal trait.

Random Spells:
Spell 1
Spoiler:
Speed
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.

Spell 2
Spoiler:
Oozikinesis
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
When you encounter a card, discard this card to evade it; then each character at your location must succeed at a Constitution or Fortitude 7 check or recharge a card. Then you may move.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Scorching Ray
Spell 1

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
6

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

Spell 4
Spoiler:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Shark Skin Armor
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Magic Chain Mail
Armor C

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

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

Armor 3
Spoiler:
Buckler Gun
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.

Armor 4
Spoiler:
Magic Studded Leather Armor
Armor 1

Traits
Light Armor
Magic

Check
Constitution
Fortitude
5

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

Armor 5
Spoiler:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

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

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

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

Item 2
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 3
Spoiler:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

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

Item 4
Spoiler:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Item 5
Spoiler:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Random Allies:
Ally 1
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 2
Spoiler:
Frog
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
6

Powers
Discard this card to explore your location. If you would encounter a bane that has the Obstacle or Trap trait during this exploration, you may instead bury this card to place the bane on the bottom of its location deck.

Ally 3
Spoiler:
Super Friendly Scarf (Snake)
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.

Ally 4
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
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.

Blessing 2
Spoiler:
Blessing of Calistria
Blessing C

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 3
Spoiler:
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.

Blessing 4
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessing 5

Turn: 15 Qualzar Furryface/yamasaki

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 17 Reepazo)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 18 Reta)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 19 Poog)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 7 (Turn 22 Reepazo)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 23 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 24 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 25 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 27 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 28 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 29 Poog)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 15 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:3
Notes: At least TWO Piggies!

Alchemical Workshed Card 1:
Find Traps
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.

Alchemical Workshed Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Alchemical Workshed Card 3:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Alchemical Workshed Card 4:
Fancy Club (Wand of Force Missile)
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

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

Alchemical Workshed Card 5:
Mattock
Item B

Traits
Tool
Basic

Check
Strength
Melee
6

Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Alchemical Workshed Card 6:
Beehive
Item B

Traits
Object
Vermin
Poison
Basic

Check
Wisdom
Survival
8
OR
Bury a card

Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.

Alchemical Workshed Card 7:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Alchemical Workshed Card 8:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Alchemical Workshed Card 9:
Goblin Raid
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.

Alchemical Workshed Card 10:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Alchemical Workshed Card 11:
Acid Arrow
Spell B

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Alchemical Workshed Card 12:
Big Ol' Owly Thing
Henchman Monster 2

Traits
Animal

Check
Combat
15

Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.

If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:

Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta

Overturned Boat Card 1:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Overturned Boat Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Reepazo

Boneyard Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Boneyard Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Boneyard Card 3:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Boneyard Card 4:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Boneyard Card 5:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Qualzar, Poog

Farmhouse Card 1:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Farmhouse Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Farmhouse Card 3:
Cyrdak Drokkus
Ally 1

Traits
Human
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens Card 1 - Giant Gecko:
Giant Gecko
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
If undefeated, shuffle the Gecko into a random open location.

Wooden Bridge
At This Location: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Notes:


Zetha Wocket wrote:

She decides to follow Reepazo to the Warrens to thank her for the healing before. She asks if Reepazo ever consider being best leader ever. Maybe best leader get best bugs?

GM kindly pointed out in the latest blog post I missed this. Work has been a drag this week so I've been skimming posts at best

Reepazo has not considered being best leader before. She just like being most awesome.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar flips Blessing of the Gods and continues his exploration of the Farmhouse. A boar comes out of the woodwork to attack him. Auto fail Wisdom BYA 7. Qualzar uses the Fire Sneeze to cook it for dinner.

Combat 8+2: 1d10 + 4 + 1d12 ⇒ (9) + 4 + (3) = 16 The fire worked, but instead of being cooked it got scared and ran off to the Alchemical Workshed. Arcane 8 recharge Fire Sneeze: 1d10 + 4 ⇒ (2) + 4 = 6 Fire Sneeze discarded.

Spent, he rests with Poog. Draws Blessing of Zarongel on hand reset.

Qualzar wrote:

Hand: Force Missile, Good Omen, Frost Sling +1, Goblin Buckler Gun, Blessing of Zarongel, Token of Remembrance, Holy Water (ncd),

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
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 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 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 ([x] 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 watches the Boar zig to the Alchemical Workshed, see it's full of fire-breathing piggies, then zag to 1d3 ⇒ 2 the Dying Garden instead.


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.

To win the scenario, close all locations.

Random Monsters:
Monster 1
Spoiler:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Monster 2
Spoiler:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Monster 3
Spoiler:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Monster 4
Spoiler:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Monster 5
Spoiler:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier B

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 2
Spoiler:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Barrier 3
Spoiler:
Trapped Passageway
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.

Barrier 4
Spoiler:
Goblin Raid
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 5
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Random Weapons:
Weapon 1
Spoiler:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 2
Spoiler:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

Weapon 3
Spoiler:
Flaming Mace +1
Weapon B

Traits
Mace
Melee
Bludgenoning
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

Weapon 4
Spoiler:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 5
Spoiler:
Dagger +1
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.

Random Spells:
Spell 1
Spoiler:
Consecration
Spell 2

Traits
Magic
Divine

Check
Wisdom
Divine
8

Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.

Spell 2
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

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

Armor 2
Spoiler:
Buckler Gun
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.

Armor 3
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 4
Spoiler:
Shark Skin Armor
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Random Items:
Item 1
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Item 2
Spoiler:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

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

Item 3
Spoiler:
Drums of Haste
Item 2

Traits
Instrument
Magic

Check
Intelligence
Arcane
Diplomacy
8

Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.

Item 4
Spoiler:
Potion of Glibness
Item C

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

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

Item 5
Spoiler:
Tome of Knowledge
Item B

Traits
Book
Magic
Elite

Check
Intelligence
Knowledge
5

Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.

Random Allies:
Ally 1
Spoiler:
Super Friendly Scarf (Snake)
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.

Ally 2
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Moderately-Charred Elf (Shalelu Andosana)
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Ally 4
Spoiler:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessing 4
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Turn: 16 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
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: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 17 Reepazo)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 18 Reta)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 19 Poog)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 22 Reepazo)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 23 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 24 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 25 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 27 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 28 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 29 Poog)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:3
Notes: At least TWO Piggies!

Alchemical Workshed Card 1:
Find Traps
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.

Alchemical Workshed Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Alchemical Workshed Card 3:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Alchemical Workshed Card 4:
Fancy Club (Wand of Force Missile)
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

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

Alchemical Workshed Card 5:
Mattock
Item B

Traits
Tool
Basic

Check
Strength
Melee
6

Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Alchemical Workshed Card 6:
Beehive
Item B

Traits
Object
Vermin
Poison
Basic

Check
Wisdom
Survival
8
OR
Bury a card

Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.

Alchemical Workshed Card 7:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Alchemical Workshed Card 8:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Alchemical Workshed Card 9:
Goblin Raid
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.

Alchemical Workshed Card 10:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Alchemical Workshed Card 11:
Acid Arrow
Spell B

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Alchemical Workshed Card 12:
Big Ol' Owly Thing
Henchman Monster 2

Traits
Animal

Check
Combat
15

Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.

If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:

Dying Garden Card 1 - Tickwood Boar:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta

Overturned Boat Card 1:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Overturned Boat Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Reepazo

Boneyard Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Boneyard Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Boneyard Card 3:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Boneyard Card 4:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Boneyard Card 5:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Qualzar, Poog

Farmhouse Card 1:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Farmhouse Card 2:
Cyrdak Drokkus
Ally 1

Traits
Human
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens Card 1 - Giant Gecko:
Giant Gecko
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
If undefeated, shuffle the Gecko into a random open location.

Wooden Bridge
At This Location: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Notes:

Grand Lodge

Female Blue Goblin Sneaker

Drawing 2 random monsters from the box: Goblin Snake and Traitor.

Pleased with herself, Zetha strolls to the Alchemical Workshed to look around.

On a desk inside, she sees a spell scroll of Find Traps. Looks pretty boring though. (pass on check)

She continues to look around. (Exploring via Researcher) Out a window, she sees another Piggy! Or maybe the same piggy? Either way, time to attack!

BYA Dex 9, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (1) + 7 = 8
BYA fire damage: 1d4 ⇒ 3

As Zetha climbs out window, Piggy strikes! But Zetha is sneakiest blue goblin, and is ready. She casts Stone Skin, and jumps on piggy!
Arcane 9 Stone Skin Recharge: 1d10 + 2 ⇒ (10) + 2 = 12
Combat 14, using Ahtez and Stalking Armor: 1d10 + 9 ⇒ (9) + 9 = 18

Piggy runs away again. Zetha is not sure whether should follow it, keep looking around workshop, or take well-deserved nap.

Mid-turn hand update:

Zetha, Sneaky Blue Goblin wrote:

Hand: Riftwarden, Random Monster - Faceless Stalker, Stalking Armor, Bound Lantern Archon, Bound Imp, Random Monster - Traitor

Displayed: Ahtez
Deck: 8 Discard: 6 Buried: 1
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6 ☑7
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.


Grand Lodge

Female Blue Goblin Sneaker

...after thinking about it, Zetha decides to decides to take a nap. She sneakily hides under desk in workshed.

Int 7 close check, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (3) + 7 = 10

Piggy went to Dying Garden/Warrens: 1d2 ⇒ 1 = Dying Garden

Zetha, Sneaky Blue Goblin wrote:

Hand: Riftwarden, Stalking Armor, Bound Lantern Archon, Bound Imp, Random Monster - Traitor, Blessing of Pharasma (2 dice if spell played), Black Spot

Displayed: Ahtez
Deck: 6 Discard: 6 Buried: 1
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6 ☑7
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.



Reepazo looks around the Boneyard

Guide DC 7 survival: 2d6 + 3 ⇒ (5, 1) + 3 = 9 guide
She finds a longshank who is intrigued by her bug skills, so joins the party
recharge Immolate to disable bug form

Reepazo uses Toad to explore and finds a Goblin Warrior No wait, it's an attic whisperer!
BYA DC 4 wis: 1d8 + 1 ⇒ (4) + 1 = 5 no damage
Attic Whisperer DC 10 combat: 1d8 + 1d6 + 3 + 1 ⇒ (2) + (6) + 3 + 1 = 12 defeated
She is able to pick apart the undeadsy no problem.

The longshank (discard guide) then helps her explore and she encounters a Piggy! display cure for bug form
BYA 9 Dex: 1d12 + 1d6 + 1 ⇒ (12) + (3) + 1 = 16
If only her friends could see her now! Reepazo a leeping so!
Piggy DC 14 combat: 1d12 + 2d6 + 3 ⇒ (6) + (5, 1) + 3 = 15 defeated
Good things her friends aren't looking though, because despite her initial success she barely managed to kill the piggy. It actually was pretty sad, but she eventually got it.

Dying Garden/Warrens: 1d2 ⇒ 1 piggy goes to Dying Gardens

Reepazo tries to close the Boneyard
DC 8 divine: 1d8 + 1d6 + 3 ⇒ (7) + (6) + 3 = 16 closed
Nothing more to see here, Reepazo takes a short break before figuring out what to do next. It's about time to start finding bugs for her famous bug gut soup

Reepazo squished some bug guts and wrote:

Hand: Fire Sneeze, Potion of Fortitude, Flaming Heavy Pick+1, Horsechopper, Rain of Frogs,

Displayed: Cure,
Deck: 7 Discard: 5 Buried: 0
Notes: Rain of Frogs can be used in a pinch. It can be displayed next to a location and characters at that location add 1d6 and the poison trait to their combat checks. at the end of the turn each character at that location is dealt 1 poison damage and it is discarded/recharged. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 [X]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 ( [X] 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


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.

To win the scenario, close all locations.

Random Monsters:
Monster 1
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Monster 2
Spoiler:
Evil Magic Lady (Enchanter)
Monster B

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.

Monster 3
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Monster 4
Spoiler:
Weird Stupidface Longshanks (Faceless Stalker)
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Monster 5
Spoiler:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Barrier 2
Spoiler:
Treasure Map
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 3
Spoiler:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Barrier 4
Spoiler:
Zombie Nest
Barrier 2

Traits
Skirmish
Undead
Zombie
Basic

Check
None

Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Barrier 5
Spoiler:
Trapped Locker
Barrier B

Traits
Cache
Lock
Trap
Basic

Check
Dexterity
Disable
9
OR
Strength
Melee
11

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

Random Weapons:
Weapon 1
Spoiler:
Horsechopper
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
7

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

Weapon 2
Spoiler:
Shock Longbow +1
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.

Weapon 3
Spoiler:
Flaming Mace +1
Weapon B

Traits
Mace
Melee
Bludgenoning
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.

Weapon 4
Spoiler:
Deathbane Light Crossbow +1
Weapon C

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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

Weapon 5
Spoiler:
Pointy Stick Launcher +1 (Light Crossbow +1)
Weapon 2

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

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

Random Spells:
Spell 1
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 2
Spoiler:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

Spell 4
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

Powers
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 2
Spoiler:
Magic Half-Plate
Armor C

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Deathbane Shield
Armor 2

Traits
Shield
Magic
Offhand

Check
Constitution
Fortitude
6

Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
Spoiler:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Potion of Vision
Item B

Traits
Basic

Check
Intelligence
Craft
4

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

Item 2
Spoiler:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Item 3
Spoiler:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Item 4
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 5
Spoiler:
Drums of Haste
Item 2

Traits
Instrument
Magic

Check
Intelligence
Arcane
Diplomacy
8

Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.

Random Allies:
Ally 1
Spoiler:
Vulture
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 2
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

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

Ally 4
Spoiler:
Brodert Quink
Ally 2

Traits
Human
Sage

Check
Charisma
Diplomacy
Intelligence
Knowledge
7

Powers
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Ally 5
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

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

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

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Turn: 18 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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


Blessings Remaining: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 19 Poog)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 22 Reepazo)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 23 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 24 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 25 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 27 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 28 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 29 Poog)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Alchemical Workshed
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Notes:

Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
Closed
Notes: 3 Piggies (1 Tickwood Boar, 2 actual Piggies)

Dying Garden Card 1:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden Card 3:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta

Overturned Boat Card 1:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Overturned Boat Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Boneyard
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reepazo

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Qualzar, Poog

Farmhouse Card 1:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Farmhouse Card 2:
Cyrdak Drokkus
Ally 1

Traits
Human
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens Card 1 - Giant Gecko:
Giant Gecko
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
If undefeated, shuffle the Gecko into a random open location.

Wooden Bridge
At This Location: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Notes:


Reta's Hand Greatest Leader Ever!!

Reta continues on at the Overturned Boat and finds some weird writing thingy. But she doesn't know what it is.

Intelligence 10: 1d6 ⇒ 3

Mystic Inscription is banished.

She discards Poog to explore again (at least he's good for something) and finds a Piggy.

Dexterity 9: 1d10 + 1 ⇒ (3) + 1 = 4

She can't avoid the fire from the Piggy and takes fire damage: 1d4 ⇒ 4. But she just buries her Magic Leather Armor.

to fight the Piggy she discards her Dogslicer.

Combat 14: 1d10 + 3 + 1d6 + 1d6 ⇒ (5) + 3 + (5) + (2) = 15

A close one, but defeated. It goes to...

Unoccupied location: 1d3 ⇒ 3

Wooden Bridge.

Reta makes use of Qualzar's Good Omen for closing.

Perception 8: 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

Close. Reta gets the Squeally Nord cohort.


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.

To win the scenario, close all locations.

Random Monsters:
Monster 1
Spoiler:
Zombie Giant
Monster C

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

Monster 2
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Monster 3
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Monster 4
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 5
Spoiler:
Weird Stupidface Longshanks (Faceless Stalker)
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Random Barriers:
Barrier 1
Spoiler:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 2
Spoiler:
Goblin Raid
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 3
Spoiler:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Barrier 4
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 5
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Random Weapons:
Weapon 1
Spoiler:
Sickle +1
Weapon 2

Traits
Knife
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.

Weapon 2
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 3
Spoiler:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

Weapon 4
Spoiler:
Dagger +1
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.

Weapon 5
Spoiler:
Dogslicer
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Random Spells:
Spell 1
Spoiler:
Confusion
Spell B

Traits
Magic
Arcane
Divine
Mental
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to evade a monster. If there is another character at your location, that character may encounter the monster.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

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

Spell 3
Spoiler:
Find Traps
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.

Spell 4
Spoiler:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Lightning Touch
Spell B

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 2
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 3
Spoiler:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Buckler Gun
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.

Armor 5
Spoiler:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Random Items:
Item 1
Spoiler:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Item 2
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item 1

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 3
Spoiler:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Item 4
Spoiler:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Item 5
Spoiler:
Eyes of the Eagle
Item C

Traits
Object
Magic
Elite

Check
Wisdom
Perception
5

Powers
Reveal this card to add 1d6 to your Perception check.
Recharge this card to succeed at your Perception check.

Random Allies:
Ally 1
Spoiler:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

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

Ally 2
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Ally 4
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Torag
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 4
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 5
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Turn: 19 Poog/Keith Richmond

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 2 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 22 Reepazo)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 23 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 24 Poog)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 25 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 27 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 28 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 29 Poog)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 30 Qualzar Furryface)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Alchemical Workshed
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Notes:

Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
Closed
Notes: 3 Piggies (1 Tickwood Boar, 2 actual Piggies)

Dying Garden Card 1:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden Card 2:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Dying Garden Card 3:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Overturned Boat
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Boneyard
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reepazo

Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Qualzar, Poog

Farmhouse Card 1:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.

Farmhouse Card 2:
Cyrdak Drokkus
Ally 1

Traits
Human
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens Card 1 - Giant Gecko:
Giant Gecko
Monster B

Traits
Animal
Basic

Check
Combat
8

Powers
If undefeated, shuffle the Gecko into a random open location.

Wooden Bridge
At This Location: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Closed
Notes:

Wooden Bridge Card 1 - Piggy:
Piggy
Henchman Monster 2

Traits
Animal

Check
Combat
14
OR
Survival
10

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.

If defeated, you may immediately attempt to close the location this henchman came from.


Spreadsheet Mustached Gnomblin Sorcerer 6

Arcane 8 recharge Good Omen: 1d10 + 4 ⇒ (6) + 4 = 10 Good Omen recharged.


Reta's Hand Greatest Leader Ever!!

Had to run before I drew my hand. This is my current hand:

Greatest Leader Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
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.

Hand: Force Shortbow +1, Venomous Hand Crossbow +1, Goblin Buckler Gun, Emerald of Dexterity, Smoke Arrows
Deck: 9 Discard: 4 Buried: 2 Displayed: 1
Notes:Force Shortbow+1 for 1d4 and the Force trait to a combat check at another location.


Poog charges into the Farmhouse, dodging almost none of the Fire: 1d4 ⇒ 1, then screaming a battle cry as he slams his heavy pick into a Piggy, frogs falling all about him.
(Discard pick, BotGobs->Lamashtu and I'll steal a BotG from the deck), Swarm of Frogs)
Combat 16: 1d8 + 2 + 1d6 + 1 + 1d6 + 1d6 + 2d8 + 1d6 ⇒ (2) + 2 + (3) + 1 + (6) + (5) + (3, 7) + (2) = 31

Poog then goes past it to murder a Zombie Giant, something that so far he assumes can be found at every Longshank Farmhouse. He cheerfully sets it on fire, apparently assisted by someone named Pharasma.
Combat 13: 1d10 + 3 + 2d8 + 2d10 ⇒ (8) + 3 + (2, 1) + (1, 10) = 25

We win. Also, we probably had a lot more to throw at that. And Poog and Qualzar take some poison damage, also some fire damage, but that's okay, that's a day that ends in Y for our intrepid goblins.


DEVELOPMENT:
You took out the ogre’s fire-breathing pigs and rescued your own lost pig, Squealy Nord! Now you just need to teach him to breathe fire, and the world is yours for the taking. But, first, you need to deal with whatever strange ogre trained these crazy animals!

SCENARIO REWARD:
For the rest of this Adventure Path, after drawing starting hands, 1 character may draw the cohort Squealy Nord. At the end of each scenario, return Squealy Nord to the game box.

Squealy Nord:
Squealy Nord
Cohort 2

Traits
Animal
Mount
Veteran

Check

Powers
Display this card next to your deck.

While displayed, you may recharge a card to add 1d4 plus the scenario's adventure deck number to your non-combat check.

While displayed, at the end of your turn, you may recharge a card to move.

ACQUIRED CARDS:
Weapon B Short Sword
Weapon B Sling

Spell 1 Scorching Ray
Spell C Aid
Spell B Charm Person

Armor B Magic Leather Armor

Item 1 Wand of Force Missile
Item B Boots of Elvenkind
Item B Holy Water

Ally 1 Toad
Ally B Guide
Ally C Soldier
Ally B Snake

Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing B Blessing of Torag


Spreadsheet Mustached Gnomblin Sorcerer 6

Item 1 or bust: 1d1000 ⇒ 802


Reepazo is pretty awesome already and doesn't need more shiny, or piggy.

pass on upgrades/cohort

Lone Shark Games

Poog likes piggies and could ride Squealy Nord, but passes all the other stuff.

Grand Lodge

Female Blue Goblin Sneaker

First choice: Spell 1: 1d1000 ⇒ 519
Second choice: Item 1: 1d1000 ⇒ 173


Reta's Hand Greatest Leader Ever!!

I'll take the ally 1.


2B-1D: REVENGE OF THE LONGSHANKS
You’ve triumphed over fire-breathing boars and giant owly things. There’s just one last thing to do, then you’ll be the heroes (and chieftains!) of the Birdcruncher tribe.

You need to go into an ogre’s house and drive off or kill him and his family. He’s not just any ogre, though: he’s a crazy ogre druid who figured out how to tame giant owly things and train boars to belch fire. Vultures wheel overhead, which is almost always a sign of good luck, because that means someone else is dying or about to die. Hasn’t been you yet, so that’s a good sign too.

Pa Munchmeat may have magic command over fire and the ability to charm animals, but you’re big goblin heroes, and you’ve got Squealy Nord to back you up, so you’re ready for anything! And maybe you can steal his crazy tricks for yourself.

Make with the heroing!

VILLAIN:
Pa Munchmeat
HENCHMEN:
Spike and Guffy

DURING THIS SCENARIO:
When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.


Reepazo ready for some freaky bugs at the munchmeat manor!

Reepazo squished some bug guts and wrote:

Hand: BoZarongel, Flaming Heavy Pick+1, Fire Sneeze, BotGobs 3, Potion of Fortitude,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Bug form not active. I have NOT used my 1x scenario shirt reroll for 2B-2D

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 [X]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 ( [X] 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


Spreadsheet Mustached Gnomblin Sorcerer 6

Starting hand.

Qualzar wrote:

Hand: Fire Sneeze, Sage, Poog of Zarongel, Frost Sling +1, Codex, Goblin Buckler Gun, Blessing of Zarongel,

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

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
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 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 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 ([x] 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.


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Monster 2
Spoiler:
Spectre
Monster C

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Monster 4
Spoiler:
Sneak
Monster B

Traits
Human
Rogue
Veteran

Check
Combat
9

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

Monster 5
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Random Barriers:
Barrier 1
Spoiler:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Barrier 2
Spoiler:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Barrier 3
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Barrier 4
Spoiler:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Barrier 5
Spoiler:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Random Weapons:
Weapon 1
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Weapon 2
Spoiler:
Pointy Stick Launcher +1 (Light Crossbow +1)
Weapon 2

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

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

Weapon 3
Spoiler:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Weapon 4
Spoiler:
Dagger
Weapon B

Traits
Knife
Ranged
Piercing
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.

Weapon 5
Spoiler:
Throwing Axe
Weapon B

Traits
Axe
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

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

Random Spells:
Spell 1
Spoiler:
Speed
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.

Spell 2
Spoiler:
Find Traps
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.

Spell 3
Spoiler:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

Powers
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 2
Spoiler:
Shield of Fire Resistance
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Deathbane Shield
Armor 2

Traits
Shield
Magic
Offhand

Check
Constitution
Fortitude
6

Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal 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.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Buckler Gun
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.

Armor 5
Spoiler:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Mattock
Item C

Traits
Tool
Basic

Check
Strength
Melee
6

Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.

Item 2
Spoiler:
Fancy Club (Wand of Force Missile)
Item 1

Traits
Wand
Magic
Arcane
Attack
Elite

Check
Intelligence
Arcane
7

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

Item 3
Spoiler:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

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

Item 4
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Item 5
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Brodert Quink
Ally 2

Traits
Human
Sage

Check
Charisma
Diplomacy
Intelligence
Knowledge
7

Powers
Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.

Ally 4
Spoiler:
Ameiko Kaijitsu
Ally 1

Traits
Human
Bard
Rogue

Check
Charisma
Diplomacy
7

Powers
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.

Ally 5
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

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

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

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 5
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Turn: 1 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing C

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Reepazo)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Blessings Deck Card 2 (Turn 3 Reta)
Spoiler:
Bugbear
Monster C

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Blessings Deck Card 3 (Turn 4 Poog)
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Blessings Deck Card 4 (Turn 5 Qualzar Furryface)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Blessings Deck Card 5 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 7 Reepazo)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Reta)
Spoiler:
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 Deck Card 8 (Turn 9 Poog)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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.

Blessings Deck Card 9 (Turn 10 Qualzar Furryface)
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Blessings Deck Card 10 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 11 (Turn 12 Reepazo)
Spoiler:
Blessing of Stupidface-il (Erastil)
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.

Blessings Deck Card 12 (Turn 13 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 14 Poog)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 15 Qualzar Furryface)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 15 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 17 Reepazo)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Blessings Deck Card 17 (Turn 18 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 19 Poog)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 22 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 22 (Turn 23 Reta)
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Blessings Deck Card 23 (Turn 24 Poog)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 25 Qualzar Furryface)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Blessings Deck Card 25 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Achaekek
Blessing 2

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 26 (Turn 27 Reepazo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 27 (Turn 28 Reta)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 28 (Turn 29 Poog)
Spoiler:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Blessings Deck Card 29 (Turn 30 Qualzar Furryface)
Spoiler:
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.

Munchmeat 'Manor'
Traits: None
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:4 Ba:6 W:2 Sp:2 Ar:1 I:1 Al:1 Bl:1 ?:2
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Notes: Pa Munchmeat (Villain) is the bottom card.

Munchmeat 'Manor' Card 1:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Munchmeat 'Manor' Card 2:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Munchmeat 'Manor' Card 3:
Lightning Touch
Spell C

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Munchmeat 'Manor' Card 4:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Munchmeat 'Manor' Card 5:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Munchmeat 'Manor' Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Munchmeat 'Manor' Card 7:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Munchmeat 'Manor' Card 8:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

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

Munchmeat 'Manor' Card 9:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.

Munchmeat 'Manor' Card 10:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Munchmeat 'Manor' Card 11:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Munchmeat 'Manor' Card 12:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Munchmeat 'Manor' Card 13:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Munchmeat 'Manor' Card 14:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat 'Manor' Card 15:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat 'Manor' Card 16:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Munchmeat 'Manor' Card 17:
Traitorous Bird! (Crow)
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Munchmeat 'Manor' Card 18:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Munchmeat 'Manor' Card 19:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Munchmeat 'Manor' Card 20:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Reta's Hand Greatest Leader Ever!!

Replacing Reformarium Servant with Xoff for my deck upgrade.

Greatest Leader Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
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.

Hand: Venomous Hand Crossbow +1, Sweet Dragon Costume, Xoff, Blessing of Hadregash, Blessing of Zarongel
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: Blessings if you need them.


Great Chief Poog is ready!
(Also, I forgot how awesome Fire is in SotGobs. Yay Fire)

Poog

Hand: Fiery Glare, Cauterize, Blessing of the Boss, Cure, Blessing of Bark Breaker, Goblin Buckler Gun,
Deck: 10 Discard: 0 Buried: 0
Displayed: Squealy Nord,

Skills and Powers:
SKILLS
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.

Grand Lodge

Female Blue Goblin Sneaker

Zetha is ready! Well, she apparently forgot to put on her pants (Stalking Armor) this morning. She probably left them in her other pants. Oh well. Onward!

Zetha, Sneaky Blue Goblin wrote:

Hand: Stone Skin, Good Omen, Blessing of the Gods 1, Blessing of Pharasma (2 dice if spell played), Blessing of Norgorber (2 dice for boon checks), Bound Lantern Archon, Researcher

Displayed: Ahtez
Deck: 9 Discard: 0 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6 ☑7
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.


Grand Lodge

Female Blue Goblin Sneaker

Goblin tribe bravely approaches Munchmeat Manor. Once get to front gate, other goblins again pick Zetha to go in first. Must be because she scared the piggies so well yesterday. Zetha so proud! She crouches down in the tall grass and sneaks up to the manor.

Drawing 2 random monsters from the box: Specter and Ghoul.

Zetha feels extra special as she approaches manor! (Blessing of Torag).
Str 4, banishing monster to use Stealth: 1d10 + 5 ⇒ (4) + 5 = 9

(Exploring via Blessing of Torag)
Zetha arrives at side door, and thinks she hears a Goblin Warchanter. No, that's not right, but then she sees a Shadow of one? Whatever it is, Zetha hides really good until it goes away. (Banishing a monster to evade the summoned goblin replacement, since I can't add magic to attacks)

Afterwards, Zetha calls out to best friend goblin Reepazo. "Coast is clear, no ogres here!" (Except for the one on the blessings deck)

Zetha, Sneaky Blue Goblin wrote:

Hand: Stone Skin, Good Omen, Blessing of the Gods 1, Blessing of Pharasma (2 dice if spell played), Blessing of Norgorber (2 dice for boon checks), Bound Lantern Archon, Researcher

Displayed: Ahtez
Deck: 9 Discard: 1 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.

Skills and Powers:
Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6 ☑7
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.



During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Monster 2
Spoiler:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

Powers
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.

Monster 3
Spoiler:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Monster 4
Spoiler:
Traitor
Monster B

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Monster 5
Spoiler:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.

Random Barriers:
Barrier 1
Spoiler:
Zombie Nest
Barrier 2

Traits
Skirmish
Undead
Zombie
Basic

Check
None

Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Barrier 2
Spoiler:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Barrier 3
Spoiler:
Goblin Raid
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 4
Spoiler:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Barrier 5
Spoiler:
Large Chest
Barrier B

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.

Random Weapons:
Weapon 1
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Weapon 2
Spoiler:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Weapon 3
Spoiler:
Dogslicer
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 4
Spoiler:
Dagger +1
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.

Weapon 5
Spoiler:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

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

Spell 2
Spoiler:
Find Traps
Spell C

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.

Spell 3
Spoiler:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Arrow Catching Studded Leather
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 4
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Armor 5
Spoiler:
Crocodile Skin Armor
Armor 1

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Random Items:
Item 1
Spoiler:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Item 2
Spoiler:
Token of Remembrance
Item B

Traits
Object
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
5

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

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

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

Item 4
Spoiler:
Masterwork Tools
Item C

Traits
Tool
Elite

Check
Dexterity
Disable
7

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

Item 5
Spoiler:
Potion of Hiding
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 Stealth check.

Random Allies:
Ally 1
Spoiler:
Burglar
Ally B

Traits
Human
Basic

Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Troubadour
Ally C

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Very Rude Monkey (Monkey)
Ally 2

Traits
Animal
Elite

Check
Wisdom
Survival
9

Powers
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.

Ally 4
Spoiler:
Acolyte
Ally B

Traits
Human
Elite

Check
Arcane
Divine
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessing 2
Spoiler:
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.

Blessing 3
Spoiler:
Blessing of Torag
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 4
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of 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.

Turn: 2 Reepazo/redeux

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing C

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Reta)
Spoiler:
Bugbear
Monster C

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Blessings Deck Card 2 (Turn 4 Poog)
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Blessings Deck Card 3 (Turn 5 Qualzar Furryface)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Blessings Deck Card 4 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 7 Reepazo)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 6 (Turn 8 Reta)
Spoiler:
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 Deck Card 7 (Turn 9 Poog)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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.

Blessings Deck Card 8 (Turn 10 Qualzar Furryface)
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Blessings Deck Card 9 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 10 (Turn 12 Reepazo)
Spoiler:
Blessing of Stupidface-il (Erastil)
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.

Blessings Deck Card 11 (Turn 13 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 14 Poog)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 15 Qualzar Furryface)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 14 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 15 (Turn 17 Reepazo)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Blessings Deck Card 16 (Turn 18 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 19 Poog)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 22 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 23 Reta)
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Blessings Deck Card 22 (Turn 24 Poog)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 23 (Turn 25 Qualzar Furryface)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Blessings Deck Card 24 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Achaekek
Blessing 2

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 25 (Turn 27 Reepazo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 26 (Turn 28 Reta)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 27 (Turn 29 Poog)
Spoiler:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Blessings Deck Card 28 (Turn 30 Qualzar Furryface)
Spoiler:
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.

Munchmeat 'Manor'
Traits: None
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:4 Ba:6 W:2 Sp:2 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Notes: Pa Munchmeat (Villain) is the bottom card.

Munchmeat 'Manor' Card 1 - Ogre:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Munchmeat 'Manor' Card 2:
Lightning Touch
Spell C

Traits
Magic
Arcane
Attack
Electricity
Basic

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Munchmeat 'Manor' Card 3:
Cure
Spell C

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Munchmeat 'Manor' Card 4:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Munchmeat 'Manor' Card 5:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Munchmeat 'Manor' Card 6:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Munchmeat 'Manor' Card 7:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

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

Munchmeat 'Manor' Card 8:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.

Munchmeat 'Manor' Card 9:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Munchmeat 'Manor' Card 10:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Munchmeat 'Manor' Card 11:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Munchmeat 'Manor' Card 12:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Munchmeat 'Manor' Card 13:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat 'Manor' Card 14:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat 'Manor' Card 15:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Munchmeat 'Manor' Card 16:
Traitorous Bird! (Crow)
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Munchmeat 'Manor' Card 17:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Munchmeat 'Manor' Card 18:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Munchmeat 'Manor' Card 19:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Reepazo wants to explore the manor but before anything happens she finds an Ogre!! (flips over an Ogre from Blessing Deck)

Reepazo explores to fight the Ogre

Ogre:
Ogre
Monster B
Traits
Giant
Ogre

Check
Combat
14

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

Reepazo displays Fire Sneeze to active bug form.
Ogre DC 14 combat: 1d12 + 2d6 + 3 ⇒ (6) + (5, 5) + 3 = 19 defeated Ogre
Her Heavy Pick does some damage while her bugs go for the overkill.

Reepazo uses BotGobs 3 to explore. She finds a scroll but she doesn't want it. banish Lightning Touch

Reepazo uses BoZarongel to explore and finds another scroll, but this time she can understand it
Cure DC 6 wisdom: 1d8 + 1d6 + 3 ⇒ (4) + (2) + 3 = 9 acquired Cure
It's a healing spell she's very familiar with.

She uses it right away to heal herself.
Heal Reepazo: 1d4 + 1 ⇒ (2) + 1 = 3 both blessings healed
Cure Recharge DC 8 divine: 1d8 + 1d6 + 3 ⇒ (7) + (5) + 3 = 15 recharged

Reepazo squished some bug guts and wrote:

Hand: BoZarongel, Flaming Heavy Pick+1, Cure, BotGobs 1, Potion of Fortitude,

Displayed: Fire Sneeze,
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings available. Cure also available if someone needs it. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2D

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 [X]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 ( [X] 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


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Spectre
Monster C

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 2
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Monster 3
Spoiler:
Bugbear
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Monster 4
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Monster 5
Spoiler:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

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

Random Barriers:
Barrier 1
Spoiler:
Pit of Malfeshnekor
Barrier 1

Traits
Cache

Check
None.

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

Barrier 2
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

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

Barrier 3
Spoiler:
Goblin Raid
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 4
Spoiler:
Trapped Passageway
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.

Barrier 5
Spoiler:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Random Weapons:
Weapon 1
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Weapon 2
Spoiler:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

Weapon 3
Spoiler:
Dart
Weapon B

Traits
Dart
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

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

Weapon 5
Spoiler:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Random Spells:
Spell 1
Spoiler:
Frost Ray
Spell 1

Traits
Magic
Arcane
Attack
Cold

Check
Intelligence
Arcane
6

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

Spell 2
Spoiler:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Magic Shield
Armor C

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 3
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 5
Spoiler:
Buckler
Armor B

Traits
Shield
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.

Random Items:
Item 1
Spoiler:
Cloak of Elvenkind
Item 2

Traits
Clothing
Magic

Check
Dexterity
Stealth
5

Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.

Item 2
Spoiler:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Item 3
Spoiler:
Alchemist's Fire
Item B

Traits
Liquid
Attack
Fire
Ranged
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Item 4
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 5
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Redbutt
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 Strength check.

Discard this card to explore your location.

Ally 4
Spoiler:
Toad
Ally 1

Traits
Animal
Arcane

Check
Wisdom
Survival
Intelligence
Arcane
7

Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

Ally 5
Spoiler:
Toad
Ally 1

Traits
Animal
Arcane

Check
Wisdom
Survival
Intelligence
Arcane
7

Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.

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

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Iomedae
Blessing C

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 4
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Turn: 3 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing C

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Poog)
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Blessings Deck Card 2 (Turn 5 Qualzar Furryface)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Blessings Deck Card 3 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 4 (Turn 7 Reepazo)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 5 (Turn 8 Reta)
Spoiler:
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 Deck Card 6 (Turn 9 Poog)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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.

Blessings Deck Card 7 (Turn 10 Qualzar Furryface)
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Blessings Deck Card 8 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 9 (Turn 12 Reepazo)
Spoiler:
Blessing of Stupidface-il (Erastil)
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.

Blessings Deck Card 10 (Turn 13 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 14 Poog)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 15 Qualzar Furryface)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 13 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 17 Reepazo)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Blessings Deck Card 15 (Turn 18 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 19 Poog)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 22 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 23 Reta)
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Blessings Deck Card 21 (Turn 24 Poog)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 25 Qualzar Furryface)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Blessings Deck Card 23 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Achaekek
Blessing 2

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 24 (Turn 27 Reepazo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 28 Reta)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 26 (Turn 29 Poog)
Spoiler:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Blessings Deck Card 27 (Turn 30 Qualzar Furryface)
Spoiler:
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.

Munchmeat 'Manor'
Traits: None
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:4 Ba:6 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Notes: Pa Munchmeat (Villain) is the bottom card.

Munchmeat 'Manor' Card 1 - Bugbear:
Bugbear
Monster C

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Munchmeat 'Manor' Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Munchmeat 'Manor' Card 3:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Munchmeat 'Manor' Card 4:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Munchmeat 'Manor' Card 5:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

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

Munchmeat 'Manor' Card 6:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.

Munchmeat 'Manor' Card 7:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Munchmeat 'Manor' Card 8:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Munchmeat 'Manor' Card 9:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Munchmeat 'Manor' Card 10:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Munchmeat 'Manor' Card 11:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat 'Manor' Card 12:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat 'Manor' Card 13:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Munchmeat 'Manor' Card 14:
Traitorous Bird! (Crow)
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Munchmeat 'Manor' Card 15:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Munchmeat 'Manor' Card 16:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Munchmeat 'Manor' Card 17:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Reta's Hand Greatest Leader Ever!!

Reta is ready for this group to learn their final lesson from her: How to utterly destroy your enemies.

She explores and for a brief moment sees what looks like a Bugbear. But it isn't. It is really a Spectre. She pulls her best Zetha impression, shouting "I blue goblin!" and evades it. (Recharging Xoff.)

Discard Hadregash to explore again. Is that a Goblin Warrior? No, its a Bugbear. No wait, it is really a Ghoul.

Revealing Venomous Hand Crossbow +1.

Combat 11: 1d10 + 3 + 1d6 + 1 ⇒ (2) + 3 + (6) + 1 = 12

Defeated. Bury Blessing of Hadregash from my discard pile to explore again. Skinsaw Ritual

Reta runs into a bunch of longshanks with silly hats. They too stupid looking. They must all die. Help me goblin tribe!

Reta reveals her Venomous Hand Crossbow +1.

Combat 11: 1d10 + 3 + 1d6 + 1 ⇒ (5) + 3 + (5) + 1 = 14

Reta kills the silliest looking one.


Silly Longshanks with silky clothes and no armor DC 11 combat: 1d12 + 2d6 + 3 ⇒ (5) + (5, 3) + 3 = 16
Poor longshank didn't see the Heavy Pick coming.


Poog glares at the silly Longshanks, who promptly disintegrates.
Combat 11: 1d10 + 3 + 2d4 + 1d6 + 1d6 ⇒ (9) + 3 + (3, 4) + (4) + (1) = 24
Recharge 10: 1d10 + 3 + 1d6 + 1d6 ⇒ (8) + 3 + (5) + (3) = 19

Grand Lodge

Female Blue Goblin Sneaker

Combat 11 Stupid Looking Longshanks with Silly Hats, using Ahtez: 1d10 + 7 ⇒ (10) + 7 = 17


Reta's Hand Greatest Leader Ever!!

(Assuming Qualzar will just evade the Skinsaw Cultist.)
You've all learned so well from Reta's leadership. You all kill and stab so good now.

Greatest Leader Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
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.

Hand: Venomous Hand Crossbow +1, Sweet Dragon Costume, Poog of Zarongel, Reta Bigbad, Blessing of Zarongel
Deck: 10 Discard: 0 Buried: 1 Displayed: 0
Notes: Blessing of Zaongel (2 dice to Fire trait or defeat or acquire Animal), Poog (3 +Fire) or Reta if you are in a pinch (it will cost me my weapon).


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Giant Hermit Crab
Monster 1

Traits
Animal
Aquatic
Elite

Check
Combat
9

Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Monster 5
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Random Barriers:
Barrier 1
Spoiler:
Secret Stash
Barrier C

Traits
Cache
Elite

Check
Wisdom
Perception
9

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

Barrier 2
Spoiler:
Zombie Nest
Barrier 2

Traits
Skirmish
Undead
Zombie
Basic

Check
None

Powers
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

Barrier 3
Spoiler:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Barrier 4
Spoiler:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

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

Barrier 5
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Random Weapons:
Weapon 1
Spoiler:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Weapon 4
Spoiler:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5
Spoiler:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

Random Spells:
Spell 1
Spoiler:
Corrosion
Spell 1

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Random Armors:
Armor 1
Spoiler:
Shark Skin Armor
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Magic Studded Leather Armor
Armor 1

Traits
Light Armor
Magic

Check
Constitution
Fortitude
5

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

Armor 3
Spoiler:
Wooden Shield
Armor B

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 4
Spoiler:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Armor 5
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Random Items:
Item 1
Spoiler:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

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

Item 2
Spoiler:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Item 3Item 4
Spoiler:
Ivory Dice
Item 2

Traits
Object
Gambling
Magic

Check
None

Powers
When you encounter this card, roll 1d6. On 1-3, shuffle it into a random open location; on 4-6, acquire it.

When you would fail a check, reveal this card and choose odd or even. Then roll 1d6. If the roll matches your choice, recharge this card to succeed at the check. If the roll does not match, bury 3 cards from your hand.

Item 5
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Random Allies:
Ally 1
Spoiler:
Ven Vinder
Ally 1

Traits
Human
Shopkeeper

Check
Charisma
Diplomacy
6
OR
Dexterity
Stealth
8

Powers
Banish this card to add a random item from the box to your hand.

Ally 2
Spoiler:
Vulture
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.

Ally 3
Spoiler:
Grizzled Mercenary
Ally 1

Traits
Human
Hireling

Check
Charisma
Diplomacy
6

Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.

Ally 4
Spoiler:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Xoff
Ally 1

Traits
Goblin
Ranger

Check
Wisdom
Perception
Charisma
Diplomacy
7

Powers
Recharge this card to evade your encounter; another character at your location may encounter the card.
Discard this card to examine the top 3 cards of your location deck. Put any monsters back in any order, then the rest of the cards in any order; then explore your location.

Random Blessings:
Blessing 1Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Blessing 4
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 5
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Turn: 4 Poog/Keith Richmond

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing C

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Qualzar Furryface)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Blessings Deck Card 2 (Turn 6 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 7 Reepazo)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 4 (Turn 8 Reta)
Spoiler:
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 Deck Card 5 (Turn 9 Poog)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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.

Blessings Deck Card 6 (Turn 10 Qualzar Furryface)
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Blessings Deck Card 7 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 8 (Turn 12 Reepazo)
Spoiler:
Blessing of Stupidface-il (Erastil)
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.

Blessings Deck Card 9 (Turn 13 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 14 Poog)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 15 Qualzar Furryface)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 12 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 17 Reepazo)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Blessings Deck Card 14 (Turn 18 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 19 Poog)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 18 (Turn 22 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 23 Reta)
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Blessings Deck Card 20 (Turn 24 Poog)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 21 (Turn 25 Qualzar Furryface)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Blessings Deck Card 22 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Achaekek
Blessing 2

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 23 (Turn 27 Reepazo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 28 Reta)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 25 (Turn 29 Poog)
Spoiler:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Blessings Deck Card 26 (Turn 30 Qualzar Furryface)
Spoiler:
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.

Munchmeat 'Manor'
Traits: None
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:3 Ba:5 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Notes: Pa Munchmeat (Villain) is the bottom card.

Munchmeat 'Manor' Card 1 - Tickwood Boar:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Munchmeat 'Manor' Card 2:
Icy Longspear +1
Weapon C

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
Strength
Melee
10

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

Munchmeat 'Manor' Card 3:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

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

Munchmeat 'Manor' Card 4:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.

Munchmeat 'Manor' Card 5:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Munchmeat 'Manor' Card 6:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Munchmeat 'Manor' Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Munchmeat 'Manor' Card 8:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Munchmeat 'Manor' Card 9:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat 'Manor' Card 10:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat 'Manor' Card 11:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Munchmeat 'Manor' Card 12:
Traitorous Bird! (Crow)
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Munchmeat 'Manor' Card 13:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Munchmeat 'Manor' Card 14:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Munchmeat 'Manor' Card 15:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Poog goes Boar hunting.
Surv 7: 1d10 + 2 ⇒ (6) + 2 = 8
He'll high-five Reta's Poog, then slam flaming fists into it from both sides.
Combat 8: 1d8 + 2 + 1d6 + 3 + 1d6 ⇒ (7) + 2 + (4) + 3 + (1) = 17

Poog follows the guidance of Bark Breaker deeper into the manor, finding an excessively long cold-based weapon. He tries to see if he can maybe attach it to Squealy Nord to use as a lance.
Melee 10: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13 Ahah, Sir Poog the Great rides again!

Bark Breaker sends Fiery explosions in celebration, but Poog's buckler absorbs them.

Poog

Hand: Icy Longspear +1, Cauterize, Blessing of the Boss, Conch Shell, Horsechopper, Blessing of Zarongel,
Deck: 11 Discard: 0 Buried: 0
Displayed: Squealy Nord,

Skills and Powers:
SKILLS
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.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar evaded the Skinsaw Cultist in the previous turn.

Qualzar flips a Goblin Pyro, no a Xulgath at the location, which he promptly evades. He then asks his Sage to explore, and finds a Stalking Armor. Constitution 4 with Codex: 2d4 ⇒ (3, 4) = 7 Acquired. Codex Knowledge 10 recharge: 1d10 + 2 ⇒ (6) + 2 = 8 Codex discarded.

She asks her Poog of Zarongel to explore, and finds the henchmen Spike and Guffy! He decides to Fire Sneeze Spike with Blessing of Zarongel (and location adds 1d6 to checks with Fire trait).

Combat 14: 3d10 + 4 + 1d12 + 1d6 ⇒ (4, 1, 2) + 4 + (3) + (3) = 17 Enough to do the job. Arcane 8 recharge Fire Sneeze: 1d10 + 4 ⇒ (6) + 4 = 10 Fire Sneeze recharged.

He steps back to let his mates take on Guffy.

Qualzar wrote:

Hand: Stalking Armor (ncd), Frost Sling +1, Goblin Buckler Gun,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
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 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 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 ([x] 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.


Reepazo sees furryface dishing out a fire sneeze and decides to jump in with her Heavy Pick!

use Botgobs, reveal flaming heavypick+1
Spike and Guffy DC 16 combat: 2d12 + 2d6 + 3 ⇒ (2, 3) + (2, 5) + 3 = 15 1x reroll scenario on first d12
Spike and Guffy DC 16 combat: 1d12 + 3 + 2 + 5 + 3 ⇒ (11) + 3 + 2 + 5 + 3 = 24 defeated
Her swing wasn't very good at first but the second time she did much better. Hopefully no one was looking

hand update

Reepazo squished some bug guts and wrote:

Hand: BoZarongel, Flaming Heavy Pick+1, Cure, Potion of Fortitude,

Displayed: Fire Sneeze,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessings available. Cure also available if someone needs it. Bug form active. I have used my 1x scenario shirt reroll for 2B-2D


Spreadsheet Mustached Gnomblin Sorcerer 6

After Reepazo took down Guffy, Qualzar draws Crown of Charisma, Good Omen, Force Missile, and Surgeon, and ends his turn.

On Zetha's turn, he uses Surgeon to heal (random card: Blessing of Zarongel).

Qualzar wrote:

Hand: Crown of Charisma, Stalking Armor (ncd), Frost Sling +1, Good Omen, Goblin Buckler Gun, Force Missile,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
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 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 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 ([x] 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.


During This Adventure: You gain the Goblin trait.

When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.

When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman into the location deck, then put the villain on the bottom.

When creating the blessings deck, shuffle together from the box 20 blessings and a number of monsters equal to twice the number of players.

When you discard a monster from the blessings deck, put it on top of your location deck.

When you encounter the villain Pa Munchmeat, if there are other cards in the location deck, Pa Munchmeat is evaded; put him on the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

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

Monster 2
Spoiler:
Werewolf
Monster C

Traits
Lycanthrope

Check
Combat
13

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

Monster 3
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

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

Monster 4
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 5
Spoiler:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Random Barriers:
Barrier 1
Spoiler:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Barrier 2
Spoiler:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Barrier 3
Spoiler:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Barrier 4
Spoiler:
Goblin Raid
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 5
Spoiler:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Weapon 3
Spoiler:
Greataxe
Weapon B

Traits
Axe
Melee
Slashing
2-Handed

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; 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.

Weapon 4
Spoiler:
Glaive
Weapon C

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 5
Spoiler:
Short Sword
Weapon B

Traits
Sword
Melee
Piercing
Finesse
Basic

Check
Strength
Melee
4

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

Random Spells:
Spell 1
Spoiler:
Corrosion
Spell 1

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Mending
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Detect Magic
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

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

Armor 2
Spoiler:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Armor 3
Spoiler:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Armor 4
Spoiler:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Armor 5
Spoiler:
Buckler Gun
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.

Random Items:
Item 1
Spoiler:
Potion of Soggy Healing (Potion of Healing)
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Item 3
Spoiler:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Item 4
Spoiler:
Potion of Fortitude
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.

Item 5
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

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

Random Allies:
Ally 1
Spoiler:
Amfibier
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 2
Spoiler:
Turtle
Ally B

Traits
Animal
Aquatic
Basic

Check
Wisdom
Survival
5

Powers
Reveal this card to reduce Combat damage to you by 1.
Discard this card to explore your location.

Ally 3
Spoiler:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Ally 4
Spoiler:
Soldier
Ally C

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 5
Spoiler:
Spotol
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 Constitution check.

Discard this card to explore your location.

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

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessing 2
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 3
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessing 4
Spoiler:
Blessing of 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.

Blessing 5
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Turn: 6 Zetha Thunderstealer/Wikwocket

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Reepazo)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 8 Reta)
Spoiler:
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 Deck Card 3 (Turn 9 Poog)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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.

Blessings Deck Card 4 (Turn 10 Qualzar Furryface)
Spoiler:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Blessings Deck Card 5 (Turn 11 Zetha Thunderstealer)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 12 Reepazo)
Spoiler:
Blessing of Stupidface-il (Erastil)
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.

Blessings Deck Card 7 (Turn 13 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 14 Poog)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 15 Qualzar Furryface)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 10 (Turn 16 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 17 Reepazo)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

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

Blessings Deck Card 12 (Turn 18 Reta)
Spoiler:
Blessing of Stupidface-il (Erastil)
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 19 Poog)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 20 Qualzar Furryface)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 21 Zetha Thunderstealer)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 22 Reepazo)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 17 (Turn 23 Reta)
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Blessings Deck Card 18 (Turn 24 Poog)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 19 (Turn 25 Qualzar Furryface)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Blessings Deck Card 20 (Turn 26 Zetha Thunderstealer)
Spoiler:
Blessing of Achaekek
Blessing 2

Traits
Divine
Achaekek

Check
Intelligence
Craft
7
OR
Divine
5

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

Blessings Deck Card 21 (Turn 27 Reepazo)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 28 Reta)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 23 (Turn 29 Poog)
Spoiler:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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

Blessings Deck Card 24 (Turn 30 Qualzar Furryface)
Spoiler:
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.

Munchmeat 'Manor'
Traits: None
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:2 Ba:5 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Zetha, Reepazo, Reta, Poog, Qualzar
Notes: Pa Munchmeat (Villain) is the bottom card.

Munchmeat 'Manor' Card 1:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

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

Munchmeat 'Manor' Card 2:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Munchmeat 'Manor' Card 3:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Munchmeat 'Manor' Card 4:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Munchmeat 'Manor' Card 5:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat 'Manor' Card 6:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat 'Manor' Card 7:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Munchmeat 'Manor' Card 8:
Traitorous Bird! (Crow)
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Munchmeat 'Manor' Card 9:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Munchmeat 'Manor' Card 10:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Munchmeat 'Manor' Card 11:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.

Grand Lodge

Female Blue Goblin Sneaker

Drawing 2 random monsters from the box: Skeleton and Werewolf

Zetha sees other goblins set fire to several rooms of manor and decides to scout in other direction, quickly. Unfortunately, she runs right towards Ambush of bad guys running towards goblin tribe! She hides behind a pile of junk.
Dex 11, banishing monster to use Stealth, +BotG: 1d10 + 5 + 1d10 ⇒ (5) + 5 + (2) = 12

(Free explore from Ambush)
While crouched down hiding, she spies a Bastard Sword +1. Seems too long for goblins though, and too big to launch out of stick shooter. So she leaves it.

She continues down the hallway. (Exploring via Researcher) Because of her super scouting skills, she discovers a Pit Trap ahead by tripping over the trigger, and stumbling towards it. Zetha is the best scout!
Dex 8, +BoPharasma: 1d10 + 5 ⇒ (10) + 5 = 15
She careens into the pit, but manages to land on the body of whatever last fell in, instead of on the spikes. She sticks the landing! Because the corpse is very sticky.

She climbs out, and starts looking for any other traps, to help protect the tribe. (Free explore from Pit Trap) She sees a giant bell in a tower, right overhead, which is obviously a trap. She gets out a knife and helpfully starts cutting the ropes. She sees the rest of her tribe catch up behind her, and she hollers "Don't worry everyone, sneakiest goblin disarming this trap for us!" They all run up to her, probably to thank her.

Wisdom 10 falling bell BYA check, banishing monster to use Stealth, +BoNorgorber: 1d10 + 5 + 1d10 ⇒ (2) + 5 + (10) = 17

The last strand of rope snaps with a loud crack, and the bell comes crashing down. Zetha admires her good work. But she has a flash of wisdom and decides to watch the bell fall from slightly further away.
Dex 6: 1d10 + 2 ⇒ (7) + 2 = 9 -> Taking 1 damage

Everyone needs to do a Dex/Acro 6 check (because I passed the wisdom check), and take 1 combat damage on success, or 1d4+1 on failure. I have Stone Skin if needed.

Zetha is so happy to be a useful scout.

Zetha, Sneaky Blue Goblin wrote:


Hand etc after the barrier:

Hand: Stone Skin, Good Omen, Stalking Armor, Detect Magic, Cape of Escape, Riftwarden, Staff of Minor Healing
Displayed: Ahtez
Deck: 4 Discard: 6 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.

Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6 ☑7
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.



Reta's Hand Greatest Leader Ever!!

The difficulty decrease only applies to your own check to defeat. We each do the BYA and then do the check to defeat.

Reta asks Zarongel for some help to with seeing what Blue Goblin is up do.

Perception 10: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (5) = 13

Reta sees that Blue Goblin lacks Reta's leadership greatness. Reta tries to jump out of the way.

Dexterity 6: 1d10 + 1 ⇒ (8) + 1 = 9

Reta makes it. But Reta still takes 1 Combat damage when she lands on pointy stick on ground. She sacrifices herself for the tribe. (Goblin toss with Reta Bigbad for damage.)

Greatest Leader Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
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.

Hand: Venomous Hand Crossbow +1, Sweet Dragon Costume
Deck: 11 Discard: 2 Buried: 1 Displayed: 0
Notes:


Reepazo follows Blue goblin and blue goblin seems SO confident in her sneaky sneak.
DC 10 wis: 1d8 + 1d6 + 1 ⇒ (7) + (1) + 1 = 9 difficulty not decreased
Of course, Reepazo trusts blue goblin fully but next thing buglady knows is a giant bell falling on her!

DC 10 Dex: 1d12 + 1d6 + 1 ⇒ (7) + (5) + 1 = 13 defeated, discard potion of fort for 1 damage
Fortunately she's able to dive out of the way with help of her bugs. In the process she lost one of her potions. "I was gonna use that!!"


Reta tosses other-Reta about to Who: 1d4 ⇒ 2Reepazo.
Reepazo tosses other-Reta about to Who: 1d4 ⇒ 4Qualzar.
Qualzar tosses other-Reta about to Who: 1d4 ⇒ 4Poog, if Qualzar took damage.

After Qualzar does his check, then...:
Wis 10: 1d10 + 1 ⇒ (3) + 1 = 4
Poog bravely headbutts the Bell Dmg: 1d4 + 1 ⇒ (1) + 1 = 2, tossing a Conch Shell and Reta if she's available, Horsechopper if not.

If possible, Poog tosses other-Reta about to Who: 1d4 ⇒ 1Zetha

.


4 people marked this as a favorite.
Reta's Hand Greatest Leader Ever!!

Poog, where you get that new hat?


Spreadsheet Mustached Gnomblin Sorcerer 6

Wisdom BYA 10 revealing Stalking Armor: 1d6 + 4 ⇒ (3) + 4 = 7 Nope. Dexterity 10 auto fail. Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Random toss as per post above; also recharge Stalking Armor -2 damage; last, discarding Goblin Buckler Gun.

Qualzar wrote:

Hand: Crown of Charisma, Frost Sling +1, Good Omen, Force Missile,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
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 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 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 ([x] 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.


Just as Reepazo thought she lost her potion, a mini Reta came around and handed it back to her!

Spiraling forward haphazardly she stumbles upon a Goblin Snake!
BYA con 6: 1d12 + 1d6 ⇒ (10) + (4) = 14 difficulty not increased
The snake tried to wrap around her, but she knows better.
She fights back with her heavy pick!
Goblin Snake DC 8 combat: 1d12 + 2d6 + 3 ⇒ (1) + (2, 5) + 3 = 11 defeated
Her attack is fairly sloppy, though her bugs help clean up the mess.

She decides to rest before exhausting herself. While she's looking around for a spot to rest she sees the blue one is pretty beat up.

Use Cure on Zetha
Heal Zetha: 1d4 + 1 ⇒ (1) + 1 = 2 random cards shuffled into deck
Cure recharge DC 8 divine: 1d8 + 1d6 + 3 ⇒ (2) + (2) + 3 = 7 discarded

Reepazo squished some bug guts and wrote:

Hand: BoZarongel, Flaming Heavy Pick+1, Poog of Zarongel, Toad, Rain of Frogs,

Displayed: Fire Sneeze,
Deck: 8 Discard: 3 Buried: 0
Notes: Blessing available. Bug form active. I have used my 1x scenario shirt reroll for 2B-2D

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3

Hand Size 4 [X]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 ( [X] 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

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