[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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The blessing acquired by Reta was a Blessing of the Gods.


Reepazo explores and finds a trapped locked
scenario barrier roll: 1d6 ⇒ 2
But Reepazo leaves it when he hears Qualzar dare him to eat a bag of slugs real quick! Doesn't her friends ever learn?!

display BotGobs for power feat. Then vermin trait, activates other power feat
Eat bag of slugs real quick DC 5 Cons: 2d6 ⇒ (3, 1) = 4
GM-using my 1x scenario shirt reroll on the "1"
reroll: 1d6 ⇒ 4 3+4=7
Eat bag of slugs real quick DC 5 Cons: 2d6 ⇒ (5, 2) = 7 defeated. Cure recharged from discard

Reepazo has some trouble at first, but was able to keep all the slugs down! That'll teach her friends whose the best slug eater! Secretly the slugs aren't sitting too well so Reepazo decides to rest.

Reset hand and end turn.

Reepazo squished some bug guts and wrote:

Hand: Dagger+1 (acquired), BotGobs 3, Half Plate (acquired), BotGobs 1,

Displayed: Collapsed Ceiling, Slashing Blade, Trapped Locker,
Deck: 10 Discard: 6 Buried: 0
Notes: OK to use blessing on barriers. If you use my blessings then I'll leave it up to you to decide if we should bury it for top card of blessings deck. I'm leaning towards yes. I HAVE used my 1x scenario shirt reroll for 1A

Skills and Powers:
SKILLS

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

Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.

When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.

1. Eat the Fermented Apples:
Eat the Fermented Apples
Henchman Barrier 1

Traits
Dare
Task

Check
Constitution
Fortitude
8

Powers
If undefeated, recharge 2 random cards.

2. Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Henchman Barrier 1

Traits
Dare
Task
Vermin

Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5

Powers
If undefeated, bury the top card of your deck.

If defeated, recharge a card from your discard pile.

3. Hide or Get Clubbed:
Hide or Get Clubbed
Henchman Barrier 1

Traits
Dare
Task
Skirmish

Check
Dexterity
Stealth
8

Powers
If undefeated, you are dealt 1d4-1 Combat damage.

If defeated, you may explore your location.

4. The Rusty Earbiter:
The Rusty Earbiter
Henchman Barrier 1

Traits
Dare
Task
Obstacle

Check
Dexterity
Acrobatics
7
OR
Bury an armor

Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

When you defeat a barrier and would banish it, display it next to your character deck instead.

To win this scenario, close the location Licktoad Camp.

Turn: 18 Zetha/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: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 181 Poog)
Spoiler:
Blessing of Hadregash
Blessing B

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

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

Blessings Deck Card 2 (Turn 182 Qualzar)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 183 Reta)
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.

Blessings Deck Card 4 (Turn 184 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 5 (Turn 185 Zetha)
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 186 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 7 (Turn 187 Qualzar)
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 188 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 189 Reepazo)
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 10 (Turn 1810 Zetha)
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 1811 Poog)
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.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:0 Ba:5 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta (4), Rapeezo (3), Zetha (1), Poog (1), Qualzar

Licktoad Camp Card 1:
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.

Licktoad Camp Card 2:
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.

Licktoad Camp Card 3:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Licktoad Camp Card 4:
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.

Licktoad Camp Card 5:
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.

Licktoad Camp Card 6:
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.

Licktoad Camp Card 7:
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.

Grand Lodge

Female Blue Goblin Sneaker

Zetha's turn for a challenge comes up again, and so she stands up. Draw random monster Shadow.

Zetha is less than thrilled to find out that her challenge will again be... Pit Trap -> 1d6 ⇒ 3 -> Hide or Get Clubbed!

She attempts to hide once more, silently calling for help from above! Using BotG.

Stealth 8 check: 2d10 + 3 ⇒ (5, 10) + 3 = 18

Zetha manages to hide successfully. Emboldened by her success, while she is hiding, she rummages through another goblin's sack, and finds a scroll of Speed! She tries to read it... Banishing the Shadow to use Stealth.

Stealth 6 check: 1d10 + 3 ⇒ (6) + 3 = 9

Success! This celebration is turning out pretty good after all.

Zetha wrote:

Hand: Bound Magma Spirit, Black Spot, Enchanted Fang, Blessing of the Gods 2, Blessing of Bark Breaker, Speed,

Displayed: Ahtez, Pit Trap,
Deck: 7 Discard: 4 Buried: 0
Notes: If you get in combat, please use Black Spot or Enchanted Fang!

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

Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


Lone Shark Games

First thing first, time for Poog to pray to Zarongel. Cured: 1d4 + 1 ⇒ (4) + 1 = 5 cards, Recharge 8: 1d10 + 2 ⇒ (9) + 2 = 11. Zarongel love Poog!

See, Reta? Poog still best goblin. Have blessing of Poog. (Give another BoGobs) Also will return Spotol eventually when Poog find what pocket it in.

Poog is ready. Ready to sneak off and try to steal the Licktoad treasure. At least if he can figure out how to open this big chest. Barrier?: 1d6 ⇒ 5 Especially when it surprisingly really is just a big chest full of weapons.

Okay, time to smash this with this mighty dogslicer that break easy. Reta and Reepazo and fancy dressed goblin, you help too! This is score of whole caper! (Using the blessing I just gave Reta and one of Reepazo's, since a shuffle was requested, which heals both of you for 1. We've got a ton of extra blessings so I'd encourage you both to steal more blessings, too. Also using Reformarium Servant and discarding a dogslicer)
Melee 11: 1d8 + 1 + 1d8 + 1d8 + 1d4 ⇒ (8) + 1 + (4) + (8) + (3) = 24 Ahah, Poog still best! Poog found 1d4 ⇒ 1 weapons! Poog is less sure that was all worth it now, but Poog still victorious!

Poog follow fancy goblin out with new-found treasure, only to stumble into an Ambush of other goblins who want the treasure, so Barrier: 1d6 ⇒ 3 now Poog has to Hide or be Clubbed! Oh, if only Reta hadn't dragged me into a pit. Poog could just take his medicine, but party almost over. Poog not sure Zetha going to do anything else this party, so Poog let Zetha shine here. (I mean, you probably won't get a turn, right? And we certainly won't hit a combat. I'll use your Speed, and your BotG turned into Hadregash discarding the Magma Spirit so I get 2 dice. But you heal 1 afterwards) Dex 8: 1d4 + 3 + 2d4 ⇒ (4) + 3 + (4, 3) = 14

Okay, Poog done using everyone else's cards.

Poog

Hand: Torch, Burning Snot, BotGobs-3, Conch Shell, NewWeapon,
Deck: 6 Discard: 2 Buried: 4
Notes:

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.


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: When building the location deck, deal twice the listed number of each card type into the location deck, then shuffle in a number of random barriers equal to twice the number of characters.

When you encounter a barrier from a location deck, roll 1d6. On 1-4, summon and encounter the following barrier instead. If you defeat it, display the original barrier next to your character deck; otherwise, shuffle the original barrier into the location deck it came from.

1. Eat the Fermented Apples:
Eat the Fermented Apples
Henchman Barrier 1

Traits
Dare
Task

Check
Constitution
Fortitude
8

Powers
If undefeated, recharge 2 random cards.

2. Eat a Bag of Slugs Real Quick:
Eat a Bag of Slugs Real Quick
Henchman Barrier 1

Traits
Dare
Task
Vermin

Check
Constitution
Fortitude
5
THEN
Constitution
Fortitude
5

Powers
If undefeated, bury the top card of your deck.

If defeated, recharge a card from your discard pile.

3. Hide or Get Clubbed:
Hide or Get Clubbed
Henchman Barrier 1

Traits
Dare
Task
Skirmish

Check
Dexterity
Stealth
8

Powers
If undefeated, you are dealt 1d4-1 Combat damage.

If defeated, you may explore your location.

4. The Rusty Earbiter:
The Rusty Earbiter
Henchman Barrier 1

Traits
Dare
Task
Obstacle

Check
Dexterity
Acrobatics
7
OR
Bury an armor

Powers
If undefeated, you are dealt 1d4-2 Combat damage, then 1 Poison damage.

When you defeat a barrier and would banish it, display it next to your character deck instead.

To win this scenario, close the location Licktoad Camp.

Turn: 20 Qualzar/yamasaki

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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


Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 201 Reta)
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.

Blessings Deck Card 2 (Turn 202 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 3 (Turn 203 Zetha)
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 204 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 5 (Turn 205 Qualzar)
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 206 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 207 Reepazo)
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 208 Zetha)
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 209 Poog)
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.

Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Reta (4), Rapeezo (3), Zetha (2), Poog (3), Qualzar

Licktoad Camp Card 1:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Licktoad Camp Card 2:
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.

Licktoad Camp Card 3:
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.


Poog's Mystery Weapon:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

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


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar flips Blessing of Shelyn and finds some goblins playing with brightly colored stones Barrier: 1d6 ⇒ 6... for real. Sensing the danger, he uses the shiny Thieves' Tools he found earlier to take care of those dangerous stones handily. Explosive Runes defeated and displayed.

He disposes his Guide to look for more fun stuff to do. He brings him a strange shield which Qualzar does not understand and brushes aside. Discarded Guide to explore, encountering Buckler Gun, but chose not to acquire.

He then prays to the gods to bring him another challenge, and gets the final trial of Barrier: 1d6 ⇒ 1... another batch of them accursed apples!!! He grovels in front of his goblin friends to say a prayer for him. Discarded Blessing of the Gods to explore and found Mystic Inscription. Getting 1 blessing each from Reepazo, Reta, and Poog for the check to defeat.

Constitution 8: 4d4 ⇒ (4, 2, 4, 2) = 12 Whoopee! Qualzar screams with delight as he finally manages to eat the apples and keep them in. Now he tries to draw the festivities to a close by tossing in his stuff to the bonfire to snuff out the fire. Mystic Inscription defeated and displayed. Banished Caltrops to close location.


DEVELOPMENT:
The other goblins are amazed with your heroics and you are presented with many gifts! The feasting and party goes late into the night, but you are expected to set off into Brinestump Marsh the next morning, lingering sickness from the previous night’s party or not.

SCENARIO REWARD:
For each barrier displayed next to a character, that character may choose weapon, armor, item, or ally and add a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

For the rest of the Season of the Goblins, each character may temporarily replace 1 of his cards with a promo card of the same type from the following list: the weapon Horsechopper +1; the spell Fire Sneeze; the armors Goblin Plate +1 or Sweet Dragon Costume. At the end of each scenario, return the promo card.

Characters who have completed their first scenario at this tier gain a Skill feet.

ACQUIRED CARDS:
Barriers: Reta (4), Rapeezo (3), Zetha (2), Poog (3), Qualzar (2)
Weapon 1 Dagger +1
Weapon B Longsword +1
Spell 1 Speed
Spell B Find Traps
Armor B Half-Plate
Item B Potion of Fortitude
Item B Thieves' Tools
Ally B Amfibier
Blessing 1 Blessing of Bark Breaker
Blessing C Blessing of Erastil
Blessing B Blessing of Pharasma
Blessing B Blessing of Shelyn
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing C Blessing of Torag


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar picks Ally and Item. He gains +1 to his Charisma.

I want Blessing B and Ally B -- Surgeon and Blessing of Pharasma -- for my deck upgrades, if no one contests.


Way to go everyone!!

Reepazo wants
Ally
Ally
Ally

reepazo wants a nice toad(AD1) to keep her cure handy for you loonies

Lone Shark Games

Woo, we win!

I also found that
Weapon B Longsword +1

Hmm. My wish list is roughly:
Spell 1
Weapon 1
Blessing 1
Weapon B
Spell B

So I think that means I look for 2 Spells and a Weapon, to get things rolling.

My skill feat goes to Wisdom.


Qualzar's Ally:
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.

Reepazo's Ally 1:
Oomommy
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 Charisma check.

Discard this card to explore your location.


Reepazo's Ally 2:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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


Reepazo's Ally 3:
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.


Poog's Spell 1:
Rain of Frogs
Spell 1

Traits
Magic
Arcane
Divine
Poison

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a location. While displayed, character 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, then if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 8 check to recharge it instead.


Poog's Spell 2:
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.


Poog's Weapon:
Dagger
Weapon C

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.


Qualzar's Item:
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.


Reta's Hand Greatest Leader Ever!!

Weapon until you draw a 1 or draw 4 cards
Then ally until you draw a 1 or draw 4 cards
Then item


Reta's Card 1:
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.

Reta's Card 2:
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.

Reta's Card 3:
Torch
Weapon B

Traits
Club
Melee
Bludgeoning
Fire
Basic

Check
Strength
Intelligence
Wisdom
4

Powers
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Reta's Card 4:
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.

Grand Lodge

Female Blue Goblin Sneaker

Zetha would like one shiny item please!


As sneaky as Poog thinks he might be, he was not able to get away with those two scrolls after all. Per request, swapping those two spells for two allies, and drawing two items for Zetha:

Ally 1:
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:
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.

Item 1:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 2:
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.


Here's the full list:

Weapon 1 Dagger +1
Weapon 1 Dogslicer +1
Weapon C Dagger
Weapon B Dogslicer
Weapon B Glaive
Weapon B Longsword +1
Weapon B Torch

Spell 1 Rain of Frogs
Spell B Find Traps

Armor B Half-Plate

Item B Alchemist's Fire
Item B Potion of Energy Resistance
Item B Potion of Fortitude
Item B Potion of Fortitude
Item B Thieves' Tools

Ally 1 Xoff
Ally B Amfibier
Ally B Frog
Ally B Oomommy
Ally C Snake
Ally B Troubadour
Ally B Vulture

Blessing 1 Blessing of Bark Breaker
Blessing C Blessing of Erastil
Blessing B Blessing of Pharasma
Blessing B Blessing of Shelyn
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods
Blessing C Blessing of Torag

Lone Shark Games

So, what I'd take, in order of preference:
Blessing 1: Blessing of Bark Breaker (recharge for 2 dice when I use Fire, more efficient explores) 1d1000 ⇒ 628
Weapon 1: Flaming Heavy Pick +1 (Magic, can add Fire for boss fights, better than a Dogslicer) 1d1000 ⇒ 199
Weapon B: Horsechopper (better than a Dogslicer - though not nearly as good if I get a weapon 1)
Spell 1: Fiery Glare (more Fire good)

I'm honestly pretty happy with my cards other than the Dogslicer, so I defer upgrades to you guys as long as it looks like a better upgrade for you.


Reepazo will take WIS+1 as skill feat.

Reepazo would like:
Spell 1: 1d1000 ⇒ 475 (swapping Detect Magic for Rain of Frogs)
Weapon B (replace Torch with Horsechopper)

If spell 1 unavailable, Reepazo will take Ally B (replacing Turtle with Flybreath)


Reta's Hand Greatest Leader Ever!!

I'd like Weapon 1 and Ally B. That would give me Force Shortbow +1 and Poog (from RotR, who is in my box from a previous character completing this adventure and earning the adventure reward).

Skill feat in Dexterity.

Weapon 1: 1d1000 ⇒ 969
Ally B: 1d1000 ⇒ 758

Assuming there is no conflict, this would be my deck after rebuilding:
Blowgun
Dogslicer
Force Shortbow +1
Hand Crossbow
Sickle
Doghide Armor
Stalking Armor
Beehive
Thieves' Tools
Poog of Zarongel
Reformarium Servant
Spotol
Blessing of the Gobs
Blessing of the Gobs
Blessing of the Gobs

Grand Lodge

Female Blue Goblin Sneaker

Skill feat in Dexterity.

For upgrades:
Ally 1: 1d1000 ⇒ 107, choosing an Ally B if I don't get it
Spell B: 1d1000 ⇒ 781, choosing another Ally if I don't get it


So, if I have this all correct, here's everyone's upgrades:
Zetha - Ally 1, Spell B
Reta - Weapon 1, Ally B
Reepazo - Spell 1, Weapon B
Poog - Blessing 1, Weapon 1
Qualzar - Blessing B, Ally B


2B-1B: INTO BRINESTUMP
You are brought before the chief again at dawn, whereupon he instructs you to “Get fireworks and bring them here to me.” Failing will get you fed to Squealy Nord, so you better succeed!

The journey to the fireworks stash is relatively short—a slog not quite a mile long through the swamp along the creek’s southern bank. The journey takes only an hour. The marsh itself is relatively difficult to navigate, with numerous stretches of deep water that must be skirted and thick tangles of stinging nettles, but you really should worry about the giant spider known as Lotslegs Eat Many Goblin Babies, or often simply “Lotslegs”.

Lotslegs has dwelt in central Brinestump for years, but only recently has she grown large enough to become a legitimate threat to the Licktoad goblins. The spider often lurks along creeks and other well-traveled routes, and her growing taste for goblins has evolved beyond eating goblin young. At about the halfway point on your journey, you stumble directly into Lotslegs’ territory. The spider herself is a web-spinning spider that lurks in the treetops, climbing down to attack unwary goblins who pass under her ambush.

Did you just hear something in the trees above?

VILLAIN:
Lotslegs
HENCHMEN:
Poison Traps

DURING THIS SCENARIO
After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.

The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Start Player: 1d5 ⇒ 1 = Reta


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.

The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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

Random Monsters:
Monster 1
Spoiler:
Siren
Monster C

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Monster 2
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 3
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 4
Spoiler:
Werewolf
Monster B

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 5
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
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 3
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 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:
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:
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 2
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 3
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 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:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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:
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.

Spell 2
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 3
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 4
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 5
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.

Random Armors:
Armor 1
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 2
Spoiler:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

Armor 3
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 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:
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.

Random Items:
Item 1
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 2
Spoiler:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 3
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4
Spoiler:
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 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:
Frilled Lizard
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

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:
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:
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 5
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

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

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

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 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 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 5
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Turn: 1 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
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 Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Zetha)
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 4 Poog)
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 4 (Turn 5 Qualzar)
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 6 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 7 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 8 Zetha)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 9 Poog)
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 9 (Turn 10 Qualzar)
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.

Blessings Deck Card 10 (Turn 11 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 12 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 13 Zetha)
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 13 (Turn 14 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 15 Qualzar)
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 16 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 16 (Turn 17 Reepazo)
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.

Blessings Deck Card 17 (Turn 18 Zetha)
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 18 (Turn 19 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 20 Qualzar)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 20 (Turn 21 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 21 (Turn 22 Reepazo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 23 Zetha)
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 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)
Spoiler:
Blessing of Hadregash
Blessing B

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

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

Blessings Deck Card 25 (Turn 26 Reta)
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.

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

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 28 (Turn 29 Poog)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 29 (Turn 30 Qualzar)
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.

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

Woods Card 1:
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.

Woods Card 2:
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.

Woods Card 3:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Woods Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Woods 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.

Woods Card 7:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Woods Card 8:
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.

Woods Card 9:
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.

Woods Card 10:
Shadow
Monster C

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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1

The Old Light Card 1:
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.

The Old Light Card 2:
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.

The Old Light Card 3:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

The Old Light Card 4:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The Old Light Card 5:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

The Old Light Card 6:
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.

The Old Light Card 7:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

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

The Old Light Card 8:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

The Old Light Card 9:
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.

The Old Light Card 10:
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.

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta

Warrens Card 1:
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.

Warrens Card 2:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Warrens Card 3:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Warrens Card 4:
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.

Warrens Card 5:
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.

Warrens Card 6:
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.

Warrens Card 7:
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.

Warrens Card 8:
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.

Warrens Card 9:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

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

Warrens Card 10:
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.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Treacherous Cave 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.

Treacherous Cave Card 2:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Treacherous Cave Card 3:
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.

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
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.

Treacherous Cave Card 6:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

Treacherous Cave Card 7:
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.

Treacherous Cave Card 8:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Treacherous Cave Card 9:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

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

Treacherous Cave Card 10:
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.

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

Garrison Card 1:
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.

Garrison Card 2:
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.

Garrison Card 3:
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.

Garrison Card 4:
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.

Garrison Card 5:
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.

Garrison Card 6:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Garrison Card 7:
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.

Garrison Card 8:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

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

Garrison Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Garrison Card 10:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

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

Guard Tower Card 1:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Guard Tower Card 2:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Guard Tower Card 3:
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.

Guard Tower Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower 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.

Guard Tower Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Guard Tower Card 9:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Guard Tower Card 10:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
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.

Mountain Peak Card 3:
Short Sword
Weapon C

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.

Mountain Peak Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Mountain Peak Card 5:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

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

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

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

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak Card 10:
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.


Reta's Hand Greatest Leader Ever!!

I can take the Warrens (Dexterity is d10+1). I've got d6 Wisdom, but no Survival.

Grand Lodge

Female Blue Goblin Sneaker

Zetha is proud of barely getting clubbed at all in the party last night! She also has a new spell she's just itching to cast. Well, maybe the itching is more related to the swamp gnats...

Zetha wrote:

Hand: Bound Magma Spirit, Amulet of Life, Detect Magic, Black Spot, Crow, 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 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



Reta's Hand Greatest Leader Ever!!

Warrens it is.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-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: Blowgun, Dogslicer, Hand Crossbow, Poog of Zarongel, Blessing of the Gobs
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes:

Lone Shark Games

Poog will start in the Woods, the better to set them on fire.

Poog

Hand: Dogfinder, Burning Snot, BotGobs-2, Flaming Heavy Pick +1, Reformarium Servant,
Deck: 10 Discard: 0 Buried: 0

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.


Reta's Hand Greatest Leader Ever!!

Reta notices Poog sometimes looks much like a rabbit out of corner of her eye. Zarongel works in strange ways. But that no stranger than Zetha sometimes looking like tall blue skinned white haired pointy eared longshanks or Qualzar looking like a beardy face.


It seems Reepazo has had a gender identity crisis over the past few days, but she is confident that she's sorted all that out. She will head to the Treacherous Caves. She hopes to find an army of vermin for a delicious soup she would like to share with hew new friends

Reepazo squished some bug guts and wrote:

Hand: Immolate, Dogslicer, Rain of Frogs, Frilled Lizard,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: I have not used my 1x scenario shirt reroll for 2B-1B

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 []+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 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song

Her new decklist is:
Dogslicer Weapon B
Horsechopper Weapon B
Cure Spell B
Burning Sneeze Spell P
Immolate Spell B
Rain of Frogs Spell 1
Doghide Armor Armor B
Potion of Fortitude Item B
Reformarium Servant Ally B
Turtle Ally B
Frilled Lizard Ally B
BotGobs 1 Blessing B
BotGobs 2 Blessing B
BotGobs 3 Blessing B
BotGobs 4 Blessing B


Mmmm, rabbits tasty.


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar will start at the Old Light.

Qualzar wrote:

Hand: Blessing of the Gods 3, Caltrops, Surgeon, Leather Armor, Black Spot, Guide,

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 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


Reta's Hand Greatest Leader Ever!!

Ok. So its:

Reta: Warrens
Rapeezo: Treacherous Caves
Zetha: Old Light
Poog: Woods
Qualzar: Old Light

Reta goes creeping at the Warrens. She finds some Alchemist's Fire. This is almost a firework.

Intelligence 5: 1d6 ⇒ 4

But she breaks and quickly runs away.

Exploring again with Blessing of the Gobs.

Heavy Crossbow.

Ranged 7: 1d10 + 3 ⇒ (6) + 3 = 9

Success. She picks it up, despite how heavy it is.

I'll stop there.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-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: Blowgun, Dogslicer, Hand Crossbow, Heavy Crossbow, Poog of Zarongel
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes:


Reepazo looks around the Treacherous Cave for some bugs. She's very intent on making a tasty meal for her friends.
Ambush DC 10 wisdom: 1d8 + 1 ⇒ (4) + 1 = 5 undefeated, but still banished

Unfortunately while looking under some rocks she uncovers a rat swarm that attacks her!!
invokes swarm which activates power feat for 1d6
Rat swarm DC 10, 14: 1d8 + 1d6 + 2d4 + 3 - 4 ⇒ (8) + (1) + (2, 4) + 3 - 4 = 14 defeated and banished
Immolate Recharge DC 7: 1d8 + 2 ⇒ (5) + 2 = 7 recharged
Fortunately instincts kick in and she immediately attempts to cook the swarm of rats. They were burnt to a crisp! Shame, that might've been pretty yummy in her bug gut soup for later...

She isn't quite finished yet so she decides to have her frilled lizard help her look for some bugs. They explore
explore 1d8, skpping 1 and 3: 1d8 ⇒ 7

Around the corner she spots her friend Qualzar. At least that's what she thought because it was another goblin playing with fire, but then he attacks her! It's not Qualzar--It's another bearded goblin Pyro! All her fire tricks are used up so she'll have to resort to good ol' fashioned slicing and dicing.

She first uses the power of vermin to distract the goblin display rain of frogs for 1d12 power feat.
She then attacks with her Dogslicer. discard dogslicer for extra d6
Goblin Pyro DC 8: 1d12 + 3d6 + 1 ⇒ (1) + (5, 5, 3) + 1 = 15 defeated and banished
She's able to slice through the Pyro pretty easily. Before she's finished he lights her bag on fire but it is empty no cards to discard for AYA damage
recharge dogslicer from discard for defeating a goblin. then recharge Rain of Frogs from power feat

Reepazo needs to rest. Hopefully she can find some bug guts soon. surely a cave such as this have bugs somewhere...

Reepazo squished some bug guts and wrote:

Hand: BotGobs 3, Burning Sneeze, Cure , BotGobs 4,

Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Use blessings if needed. I have not used my 1x scenario shirt reroll for 2B-1B

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 []+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 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song

GM - cards 1, 3, 9 are banished, rest get shuffled


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.

The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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

Random Monsters:
Monster 1
Spoiler:
Siren
Monster C

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Monster 2
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 3
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 4
Spoiler:
Werewolf
Monster B

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 5
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
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 3
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 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:
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:
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 2
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 3
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 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:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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:
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.

Spell 2
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 3
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 4
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 5
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.

Random Armors:
Armor 1
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 2
Spoiler:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

Armor 3
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 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:
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.

Random Items:
Item 1
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 2
Spoiler:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 3
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4
Spoiler:
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 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:
Frilled Lizard
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

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:
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:
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 5
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

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

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

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 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 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 5
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Turn: 2 Reepazo/redeux

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Zetha)
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 4 Poog)
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 3 (Turn 5 Qualzar)
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 4 (Turn 6 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 7 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 8 Zetha)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 9 Poog)
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 10 Qualzar)
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.

Blessings Deck Card 9 (Turn 11 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 12 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 11 (Turn 13 Zetha)
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 12 (Turn 14 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 13 (Turn 15 Qualzar)
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 16 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 15 (Turn 17 Reepazo)
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.

Blessings Deck Card 16 (Turn 18 Zetha)
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 17 (Turn 19 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 18 (Turn 20 Qualzar)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 19 (Turn 21 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 20 (Turn 22 Reepazo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 21 (Turn 23 Zetha)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 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)
Spoiler:
Blessing of Hadregash
Blessing B

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

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

Blessings Deck Card 24 (Turn 26 Reta)
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.

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

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 27 (Turn 29 Poog)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 28 (Turn 30 Qualzar)
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.

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

Woods Card 1:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Woods Card 2:
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.

Woods Card 3:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Woods Card 5:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Woods 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.

Woods Card 7:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Woods Card 8:
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.

Woods Card 9:
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.

Woods Card 10:
Shadow
Monster C

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.

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Zetha, Qualzar

The Old Light Card 1:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

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

The Old Light Card 2:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

The Old Light Card 3:
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.

The Old Light Card 4:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

The Old Light Card 5:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

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

The Old Light Card 6:
Locked Passage
Barrier B

Traits
Lock
Elite

Check
Dexterity
Disable
8
OR
Strength
Melee
16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.

The Old Light Card 7:
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.

The Old Light Card 8:
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.

The Old Light Card 9:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

The Old Light Card 10:
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.

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Reta

Warrens Card 1:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Warrens Card 2:
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.

Warrens Card 3:
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.

Warrens Card 4:
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.

Warrens Card 5:
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.

Warrens Card 6:
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.

Warrens Card 7:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

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

Warrens Card 8:
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.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Reepazo

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Treacherous Cave Card 6:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Treacherous Cave Card 7:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

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

Garrison Card 1:
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.

Garrison Card 2:
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.

Garrison Card 3:
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.

Garrison Card 4:
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.

Garrison Card 5:
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.

Garrison Card 6:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Garrison Card 7:
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.

Garrison Card 8:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

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

Garrison Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Garrison Card 10:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

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

Guard Tower Card 1:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Guard Tower Card 2:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Guard Tower Card 3:
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.

Guard Tower Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower 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.

Guard Tower Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Guard Tower Card 9:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Guard Tower Card 10:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
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.

Mountain Peak Card 3:
Short Sword
Weapon C

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.

Mountain Peak Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Mountain Peak Card 5:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

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

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

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

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak Card 10:
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.

Grand Lodge

Female Blue Goblin Sneaker

Zetha heads to the Old Light. When looking for shinies, best to look in the light! Drawing a random monster from the box, and exploring.

Zetha finds a great shiny! A Force Shortbow Of Poking People From Far Away +1! She whistles for her pet Crow to keep an eye out for anyone who might grab it first.

Dex 10 check: 1d10 + 1d6 + 1 ⇒ (9) + (5) + 1 = 15

Excellent, this will come in handy poking Lotslegs up in the treetops. She continues looking around. Discarding Researcher. Drat! Zetha finds one of Lotslegs' Poison Traps! She tries to sneak past it. Banishing monster to use stealth.

Dex 5 check for trap: 1d10 + 4 ⇒ (6) + 4 = 10

It worked! Unfortunately, a longshanks bandit is watching the trap, to see who gets snared. He sneaks up on Zetha and steals her amulet! But he does not see her new shiny, which she quickly tests out on his face.

Combat 8 for Bandit: 1d10 + 1d6 + 2 ⇒ (9) + (3) + 2 = 14

He does not seem to like the face poking at all. Zetha decides to leave the Old Light, sneaking away the way she came. Banishing Bound Magma Spirit to use stealth to close.

Int 6 check to close: 1d10 + 4 ⇒ (6) + 4 = 10

Overall a successful shiny expedition! Bring on the spider already!

Zetha wrote:

Hand: Blessing of the Gods 4, Bound Imp, Detect Magic, Black Spot, Blessing of the Gods 3,

Displayed: Ahtez,
Deck: 9 Discard: 2 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 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.



Poog explore Woods, looking for things to set on fire!

And find scary explosive writing! No, Poog is one to set on fire, not scary writing! Poog throw goblin friend and dogfinder in way. Zetha, bless Poog! Poog also bless Poog.
Int 9: 1d6 + 1d4 + 1d6 + 1d6 ⇒ (5) + (1) + (1) + (2) = 9 (+1d4 for reveal Reformarium and discard Dogfinder, 1d6 x 2 blessings)

Gobs guide me to more fire! What's this closet doing out in Woods!? Hahaha, Goblin is in it!
Wis 9: 1d10 + 1 ⇒ (1) + 1 = 2 Too funny, Poog spend rest of day laughing and pointing.

Poog

Hand: Flaming Heavy Pick +1, Burning Snot, Reformarium Servant, BotGobs, Cure,
Deck: 8 Discard: 2 Buried: 0
Notes:

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.

Used Zetha's BotG, so discard that, then heal 1.

Grand Lodge

Female Blue Goblin Sneaker

Poog is mighty blessed!

Healed card from discard: 1d2 ⇒ 1


Spreadsheet Mustached Gnomblin Sorcerer 6

Qualzar flips Blessing of the Gods, sticks his tongue out in Zetha Thunderstealer's direction and proceeds to the Garrison. He sees a shiny shield, and prays to the gods to help him commandeer it.

Constitution 6: 2d4 ⇒ (2, 2) = 4 No luck. He gets his Guide to explore more, and meets Xoff!

Charisma 7: 1d10 + 1 ⇒ (6) + 1 = 7 Xoff follows Qualzar now. He tells Qualzar about the goods he's about to encounter -- a dogslicer, a dagger +1, and a throwing axe. Qualzar is most interested in the dagger, and asks Poog to send him a Blessing.

Dexterity 6: 2d6 ⇒ (6, 5) = 11 Qualzar gets his wish. GM, next 2 cards are dogslicer and throwing axe. With nothing more to do than stare at his new shiny weapon, Qualzar draws back up and ends his turn.

In Reta's turn, Qualzar asks his Surgeon to operate on him. Guide is shuffled in deck and Surgeon recharged.

Qualzar wrote:

Hand: Dagger +1 (ncd), Caltrops, Leather Armor, Fire Sneeze, Blessing of the Gods 2,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: BotG available.
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 [ ] +2 [ ] +3 [ ] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [ ] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([ ] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.

The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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

Random Monsters:
Monster 1
Spoiler:
Siren
Monster C

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Monster 2
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 3
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 4
Spoiler:
Werewolf
Monster B

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 5
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
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 3
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 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:
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:
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 2
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 3
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 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:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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:
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.

Spell 2
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 3
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 4
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 5
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.

Random Armors:
Armor 1
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 2
Spoiler:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

Armor 3
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 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:
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.

Random Items:
Item 1
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 2
Spoiler:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 3
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4
Spoiler:
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 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:
Frilled Lizard
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

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:
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:
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 5
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

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

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

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 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 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 5
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Turn: 6 Reta/Hawkmoon269

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Reepazo)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 8 Zetha)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 9 Poog)
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 4 (Turn 10 Qualzar)
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.

Blessings Deck Card 5 (Turn 11 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 6 (Turn 12 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 7 (Turn 13 Zetha)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 14 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 9 (Turn 15 Qualzar)
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 16 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 17 Reepazo)
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.

Blessings Deck Card 12 (Turn 18 Zetha)
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 13 (Turn 19 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 14 (Turn 20 Qualzar)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 15 (Turn 21 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 16 (Turn 22 Reepazo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 23 Zetha)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 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)
Spoiler:
Blessing of Hadregash
Blessing B

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

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

Blessings Deck Card 20 (Turn 26 Reta)
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.

Blessings Deck Card 21 (Turn 27 Reepazo)
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 22 (Turn 28 Zetha)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 29 Poog)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 30 Qualzar)
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.

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

Woods Card 1:
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.

Woods Card 2:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Woods Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Woods Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 5:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 6:
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.

Woods Card 7:
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.

Woods Card 8:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Woods Card 9:
Shadow
Monster C

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.

The Old Light
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha,

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Reta

Warrens Card 1:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Warrens Card 2:
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.

Warrens Card 3:
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.

Warrens Card 4:
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.

Warrens Card 5:
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.

Warrens Card 6:
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.

Warrens Card 7:
Warhammer +1
Weapon B

Traits
Hammer
Melee
Bludgeoning
Magic

Check
Strength
Melee
9

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

Warrens Card 8:
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.

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Reepazo

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Treacherous Cave Card 6:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Treacherous Cave Card 7:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

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

Garrison Card 1 - Dogslicer:
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.

Garrison Card 2 - Throwing Axe:
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.

Garrison Card 3:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Garrison Card 4:
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.

Garrison Card 5:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

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

Garrison Card 6:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Garrison Card 7:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

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

Guard Tower Card 1:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Guard Tower Card 2:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Guard Tower Card 3:
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.

Guard Tower Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower 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.

Guard Tower Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Guard Tower Card 9:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Guard Tower Card 10:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
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.

Mountain Peak Card 3:
Short Sword
Weapon C

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.

Mountain Peak Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Mountain Peak Card 5:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

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

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

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

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak Card 10:
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.


Reta's Hand Greatest Leader Ever!!

Reta continues at the Warrens and finds a Poison Trap. She say to Poog, "This not look safe. Why don't you step on it for me? But Poog say no."

Using Qualzar's Blessing of the Gods.

Dexterity : 1d10 + 1 + 1d10 ⇒ (7) + 1 + (6) = 14

Defeated.

Bandit time.

After disarming the trap, Reta see big ugly longshanks. Reta have lots of sharp pointy things shoot at him. Reta also throw Poog in his face.

BYA: Recharge my Dogslicer.

Revealing Hand Crossbow (recharging Heavy Crossbow for the extra 1d8). Discarding (recharged by my power) Blowgun for 1d4 and Poison. Recharging Poog for 3 + Fire.

Combat 10: 1d10 + 3 + 1d6 + 1d6 + 1d4 + 3 ⇒ (6) + 3 + (3) + (4) + (2) + 3 = 21

Super defeated.

Reta do a dance to celebrate death of big ugly longshanks.

Using Reepazo's Blessing of the Gobs.

Dexterity 6: 1d10 + 1 + 1d10 ⇒ (9) + 1 + (1) = 11

Warrens is closed.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6
-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, Hand Crossbow, Sickle, Thieves' Tools, Reformarium Servant
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes:


During This Adventure: You may evade banes you encounter that have the Goblin trait.

When you defeat a bane that has the Goblin trait, you may recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and encounter the henchman Bandit.

The difficulty to defeat a bane that has the Human, Animal, or Vermin trait is increased by 2; when you defeat one during your exploration, you may discard a card to explore again.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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

Random Monsters:
Monster 1
Spoiler:
Siren
Monster C

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Monster 2
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 3
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 4
Spoiler:
Werewolf
Monster B

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 5
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.

Random Barriers:
Barrier 1
Spoiler:
Large Chest
Barrier C

Traits
Cache
Lock
Veteran

Check
Strength
Melee
10
OR
Dexterity
Disable
9

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

Barrier 2
Spoiler:
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 3
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 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:
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:
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 2
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 3
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 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:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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:
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.

Spell 2
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 3
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 4
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 5
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.

Random Armors:
Armor 1
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 2
Spoiler:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

Armor 3
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 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:
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.

Random Items:
Item 1
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Item 2
Spoiler:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Item 3
Spoiler:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Item 4
Spoiler:
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 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:
Frilled Lizard
Ally B

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.

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:
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:
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 5
Spoiler:
Guard
Ally B

Traits
Human
Basic

Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6

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

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

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of 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 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 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 5
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Turn: 7 Reepazo/redeux

Top of Blessing Discard Pile: Blessing of Sarenrae

Top Blessing:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Zetha)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 9 Poog)
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 10 Qualzar)
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.

Blessings Deck Card 4 (Turn 11 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 5 (Turn 12 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 6 (Turn 13 Zetha)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 14 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 8 (Turn 15 Qualzar)
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 16 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 17 Reepazo)
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.

Blessings Deck Card 11 (Turn 18 Zetha)
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 12 (Turn 19 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 13 (Turn 20 Qualzar)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 14 (Turn 21 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 15 (Turn 22 Reepazo)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 16 (Turn 23 Zetha)
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 17 (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 18 (Turn 25 Qualzar)
Spoiler:
Blessing of Hadregash
Blessing B

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

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

Blessings Deck Card 19 (Turn 26 Reta)
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.

Blessings Deck Card 20 (Turn 27 Reepazo)
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 21 (Turn 28 Zetha)
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 29 Poog)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 23 (Turn 30 Qualzar)
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.

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

Woods Card 1:
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.

Woods Card 2:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Woods Card 3:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Woods Card 4:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

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

Woods Card 5:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 6:
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.

Woods Card 7:
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.

Woods Card 8:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Woods Card 9:
Shadow
Monster C

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.

The Old Light
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha,

Warrens
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Reepazo

Treacherous Cave Card 1:
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.

Treacherous Cave Card 2:
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.

Treacherous Cave Card 3:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Treacherous Cave Card 4:
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.

Treacherous Cave Card 5:
Poison Trap
Henchman Barrier C

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Treacherous Cave Card 6:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Treacherous Cave Card 7:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

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

Garrison Card 1 - Dogslicer:
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.

Garrison Card 2 - Throwing Axe:
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.

Garrison Card 3:
Goblin Cutpurse
Monster 1

Traits
Goblin
Rogue
Basic

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.

Garrison Card 4:
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.

Garrison Card 5:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

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

Garrison Card 6:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Garrison Card 7:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

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

Guard Tower Card 1:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Guard Tower Card 2:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Guard Tower Card 3:
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.

Guard Tower Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower Card 5:
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.

Guard Tower Card 6:
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.

Guard Tower 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.

Guard Tower Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Guard Tower Card 9:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Guard Tower Card 10:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Mountain Peak Card 1:
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.

Mountain Peak Card 2:
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.

Mountain Peak Card 3:
Short Sword
Weapon C

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.

Mountain Peak Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Mountain Peak Card 5:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

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

Mountain Peak Card 6:
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.

Mountain Peak Card 7:
Skeleton Horde
Barrier C

Traits
Skirmish
Undead
Elite

Check
None

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

Mountain Peak Card 8:
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.

Mountain Peak Card 9:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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

Mountain Peak Card 10:
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.


Reepazo sends goblin thoughts of pillage and gloom towards Retas direction. Reepazo also decides to get greedy and steal from the blessing deck. bury BotGobs, acquire BoSarenrae and recharge BoSarenrae


Reepazo still missing critical components for her gourmet bug gut soup. She must find more squishies! She searches the treacherous caves and thinks that perhaps some vermin would be hiding under a piece of Chain Mail.
Chain mail DC 3 Cons: 1d6 ⇒ 3 acquired
She lifts up the chain mail and is disappointed...nothing in sight. Though she realizes this isn't a half bad piece of shiny for later. Maybe the blue goblin could use it since she is always getting clubbed really hard.

Reepazo keeps looking. (discard BotGobs4) Reepazo sees a piece of wood. Maybe it is rotted!!

display Burning sneeze for powerfeat
Longbow+1 DC 9 dex: 1d12 + 1d6 ⇒ (10) + (6) = 16 acquired
Desperately hoping for some wood-boring insects, she finds none. The bow is truly a flawless piece of workmanship. This will go nicely with her collection of weapons, though no doubt the bride-to-be will want to fight o'er it.

Disappointed, Reepazo takes a break and plots with her Reformarium Servant about where they out to look next.

Reepazo squished some bug guts and wrote:

Hand: Chainmail (Acquired), Longbow+1 (acquired), Cure , Reformarium Servant,

Displayed: Burning Sneeze,
Deck: 10 Discard: 2 Buried: 1
Notes: I have displayed power feat active...cannot play my divine card. I have not used my 1x scenario shirt reroll for 2B-1B

Skills and Powers:
SKILLS

STRENGTH d8 []+1
DEXTERITY d8 []+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 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).

Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.

Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song


Poog not one to turn down any amount of treasure, but Poog also no longer worried about finding weapons.

Grand Lodge

Female Blue Goblin Sneaker

Thunderstealer, ha! Zetha like sound of that actually. Qualzar just upset that Zetha found poky stick shooter first. Zetha heads to Mountain Peak so she can look for Lotslegs or other things to shoot at. Also drawing a random monster.

Zetha finds Eyes of the Eagle. Unfortunately, she is not able to keep them. Possibly should have used less pointy stick to remove them from the eagle. Can't make the check, not worrying about an Item B.

Zetha decides to use a spell to look around better. She casts Detect Magic. She detects glow of magic from Magic Studded Leather Armor in a nearby mountain cave. Longshanks skeleton wearing it not seem to be using it, so Zetha tries to get it off him! Banishing monster to use stealth for the check.

Con 5 check: 1d10 + 4 ⇒ (5) + 4 = 9

Yes! After wrestling with the skeleton, Zetha prays to the gods that more of its loot is nearby. BotG to explore.

Aha, she sees his Shortsword nearby!

Str 4 check: 1d4 ⇒ 2

Zetha is pretty tired from skeleton-wrestling though, and sword isn't nearly as shiny as her stick shooter, so dead longshanks can keep it for now.

Zetha wrote:

Hand: Bound Imp, Force Shortbow +1, Magic Studded Leather Armor, Black Spot, Scrying Mirror,

Displayed: Ahtez,
Deck: 9 Discard: 4 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 +1
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1

Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☐ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).

Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.


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