Zetha Wocket
|
card from 6 discarded cards not healed: 1d6 ⇒ 1
Thank you Reepazo, feeling much better now! Still blue though.
Hand: Cape of Escape, Blessing of the Gods 1, Good Omen, Light Crossbow, Stalking Armor, Random Monster
Displayed: Ahtez
Deck: 13 Discard: 1 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Support 2
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster 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.
Monster B
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Weapon C
Traits
Dart
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Weapon 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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 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 B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor C
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor C
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item 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.
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 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.
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
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.
Turn: 20 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 10
Blessings Deck
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Zogmugot
Check
Dexterity
Stealth
Divine
5
OR
Discard your hand
Powers
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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 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.
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 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Treacherous Cave
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reepazo, Zetha, Qualzar, Poog,
Warrens
Traits: None
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:1 Al:2 Bl:0 ?:2
Located here: Reta,
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
Monster C
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
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.
Monster B
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
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.
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.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally C
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Mill
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Shrine to Lamashtu
Traits: None
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1
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.
Monster B
Traits
Outsider
Elite
Check
Combat
10
Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Nettlemaze
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Farmhouse
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Qualzar 1006 |
Qualzar hops happily into the Warrens and BAM smacks right into the Arch-Lich villain! Monster added on top of Shrine to Lamashtu. Reta choose to take Fire damage: 1d4 ⇒ 3 to add to combat check. Qualzar chooses to fight with the Goblin Buckler Gun, taking 2 Fire damage (discard Token of Remembrance and Codex) to add 1d8, and using his Blessing of the Gods to add 1 die. Also adding BoZarongel from Poog (2 dice with Fire Trait) and BoGods from Zetha.
Combat 30: 5d6 + 2d8 + 3 ⇒ (3, 3, 2, 3, 3) + (5, 5) + 3 = 27 Not enough. Villain escaped.
Drawing back up. In Zetha's turn will use Surgeon to heal (random card: Frost Sling +1).
Hand: Lightning Touch, Sage, Blessing of Zarongel, Blessing of Pharasma, Good Omen,
Displayed:
Deck: 5 Discard: 5 Buried: 1
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +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 ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Support 2
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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 C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
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.
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 B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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 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 2
Traits
Light Armor
Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8
Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 1
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
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.
Item C
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 B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Item B
Traits
Book
Basic
Check
Intelligence
Knowledge
8
Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at a Survival check.
Item B
Traits
Object
Aquatic
Basic
Check
Wisdom
Perception
5
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
Ally B
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 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.
Ally B
Traits
Human
Mayor
Check
Charisma
Diplomacy
10
Powers
Banish this card to examine your location deck and then shuffle it.
Ally 1
Traits
Human
Wizard
Check
Intelligence
Arcane
7
OR
Charisma
Diplomacy
6
Powers
During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.
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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 21 Zetha Thunderstealer/Wikwocket
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 8
Blessings Deck
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Zogmugot
Check
Dexterity
Stealth
Divine
5
OR
Discard your hand
Powers
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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 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.
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 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Treacherous Cave
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reepazo, Zetha, Poog,
Warrens
Traits: None
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:1 Al:2 Bl:0 ?:2
Located here: Qualzar, Reta,
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.
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.
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.
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.
Monster C
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ally C
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Monster B
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
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.
Mill
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Shrine to Lamashtu
Traits: None
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:2
Blessing C
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.
Monster B
Traits
Outsider
Elite
Check
Combat
10
Powers
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Nettlemaze
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Farmhouse
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Reta Hawkmoon |
Reta is dealt 3 Fire damage. She recharges Goblin Buckler Gun to reduce that by 2, then discards Wooden Shield for the other 1.
Skills and Powers:Hand: Force Shortbow +1, Hand Crossbow, Venomous Hand Crossbow +1Skills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☐examine the top card of your deck, then you may) explore your location.
Deck: 13 Discard: 3 Buried: 1 Displayed: 0
Notes: Force Shortbow+1 if you need some help.
Zetha Wocket
|
Drawing 2 random monsters from the box.
Zetha notices woods almost burned down by all the fire, decides to go back to dark sneaky Shrine to Lamashtu.
As she enters though, gets big headache from presence of Blessing of Pharasma. Ow ow! (discarding 2 monsters)
Arcane 5: 1d10 + 2 ⇒ (4) + 2 = 6
Despite headache, Zetha keeps exploring. (Via Blessing of Pharasma) She sees a Hell Hound patrolling shrine- fire dog twice as bad as regular dog! She sneaks around and tries to freeze it.
Combat 10, using Ahtez and Stalking Armor, +1 die for cold: 2d10 + 9 ⇒ (3, 3) + 9 = 15
Dog's fire goes out, but burns Zetha as it dies. It burns her pointy stick launcher! Dumb dog, dogs are supposed to like thrown sticks! She tosses the bow down and stomps on it to put out the fire, and catches her breath.
Hand: Cape of Escape, Good Omen, Stalking Armor, Random Monster - Goblin Commando, Bound Lantern Archon, Blessing of Iomedae (Cha Non-combat)
Displayed: Ahtez
Deck: 11 Discard: 6 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
| Reepazo by redeux |
Move to shrine, explore and encounter BoShelyn. Discard toad and barkbreaker as damage.
boshelyn dc 5 divine: 1d8 + 1d6 + 3 ⇒ (4) + (6) + 3 = 13
Reset hand and end turn.
Hand: BotGobs 3, Flaming Heavy pick+1, Fire Sneeze, BoShelyn (acquired),
Displayed: Immolate,
Deck: 8 Discard: 4 Buried: 0
Notes: blessing available. Very limited internet access until Monday night. Bugform active. I have NOT used my 1x scenario shirt reroll for 2B-2B
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 []5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
"When 'ere comes a Reepazo!"""
-Reepazo's song
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: After adding the villain and henchmen, build the location Treacherous Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display the support card Shiny Eye Thing next to your deck, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 2
Traits
Skirmish
Check
Combat
13
Powers
Each character attempts the check to defeat. The character with the highest result displays the support card Shiny Eye Thing next to her deck. Characters who fail are dealt an amount of Combat damage equal to the difference between the difficulty to defeat and that character's result.
After you act, banish this barrier; it is defeated.
Support 2
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Henchman Barrier 1
Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran
Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8
Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.
If undefeated, you are dealt 1d4+1 Combat damage.
If defeated, you may automatically close the location this henchman came from.
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 C
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Monster 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.
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.
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.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
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.
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 B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 1
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Spell 2
Traits
Magic
Arcane
Divine
Attack
Fire
Elite
Check
Intelligence
Arcane
9
OR
Wisdom
Divine
7
Powers
Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 11 or Divine 9 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armor C
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 B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
Item B
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Item C
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Item 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.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
When you are dealt damage, reveal this card to give 1 card you would discard as damage to a random other character instead.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 2
Traits
Human
Check
Charisma
Diplomacy
7
OR
Wisdom
Divine
8
Powers
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 23 Reta/Hawkmoon269
Top of Blessing Discard Pile: Blessing of Lady Lastbreath
Blessing 2
Traits
Divine
Zogmugot
Check
Dexterity
Stealth
Divine
5
OR
Discard your hand
Powers
Discard this card to add 2 dice to your check to acquire a weapon, an armor, or an item.
Instead of your move step, recharge this card to draw a card from the discard pile of another character at your location, then move.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Zogmugot trait, recharge this card instead of discarding it.
Blessings Remaining: 6
Blessings Deck
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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 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.
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 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.
Treacherous Cave
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Poog,
Warrens
Traits: None
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:1 Al:2 Bl:0 ?:2
Located here: Qualzar, Reta,
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.
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.
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.
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.
Monster C
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ally C
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Monster B
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
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.
Mill
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Shrine to Lamashtu
Traits: None
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:2
Located here: Reepazo, Zetha
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Nettlemaze
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Farmhouse
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| Reta Hawkmoon |
Exploring the Warrens. Caltrops.
Dexterity 4: 1d10 + 1 ⇒ (2) + 1 = 3
Nope. Ending my turn. I'll have to reset my hand later, I can't access my computer right now.
| Poog - Keith |
Poog heads to the Shrine of Lamashtu...
...and runs smack into the Arch-Lich.
OOC: I vote we finish this here. I'm at 1d10+3+3d4+1d6 (spell) or 1d8+3+3d6+1d4 (melee), both with the Fire trait. Looks like I can get a 2 dice blessing from Qualzar, 1 die blessing from Reepazo and Zetha. Maybe also d4 from the BYA from Zetha. Maybe a shortbow, maybe a blessing from Reta.
Just need Reta or Qualzar to temp close.
| Qualzar 1006 |
Dexterity 6 with a Blessing and Good Omen: 2d6 + 3 ⇒ (6, 2) + 3 = 11
Warrens temporarily closed.
Good Omen recharge Arcane 8: 1d10 + 4 ⇒ (10) + 4 = 14 Recharged.
| Poog - Keith |
| 1 person marked this as a favorite. |
Fiery Glare, Poog bonus, Reformarium Servant, BoPharasma (Qualzar), BotGobs (Reepazo), Iomedae (Zetha), Shortbow (Reta), Splash Damage (Zetha - last 1d4 will be your damage)
Combat 30: 1d10 + 3 + 2d4 + 1d6 + 1d4 + 2d10 + 1d10 + 1d10 + 1d4 + 1d4 ⇒ (6) + 3 + (2, 2) + (3) + (3) + (7, 9) + (4) + (2) + (2) + (4) = 47
We win. And we get a shiny eye thing that I can get an AD2 boon of a type of my choice. I could get Cauterize as a combo Cure+attack spell, but I'd actually defer to someone else, assuming whoever gets it is willing to concede it's thanks to great leader's Poog's great leadership.
| MorkXII |
DEVELOPMENT:
You’ve escaped the wrath of the terrifying Arch-Lich Kalzaroth, and felt the powers he possessed yourselves... but you still have a job to do. Go deal with those ogres, and maybe you can use some of that forbidden knowledge to your advantage. Or just stab them a bunch. That works too.
SCENARIO REWARD:
If you have the Shiny Eye Thing displayed next to your deck, choose a type of card other than loot and draw a card of that type with an adventure deck number of 2 from the box.
Adventure Card Guild characters may choose a bonus deck upgrade.
Characters who have completed their first scenario at this tier gain a Power feat.
ACQUIRED CARDS:
Weapon B Longsword
Weapon B Pointy Stick Launcher (Light Crossbow)
Weapon B Short Sword
Weapon B Shortbow
Spell 1 Corrosion
Armor B Wooden Shield
Item C Amulet of Mighty Fists
Item B Bracers of Protection
Item B Caltrops
Item C Potion of Fortitude
Blessing 1 Blessing of Bark Breaker
Blessing C Blessing of Pharasma
Blessing C Blessing of Shelyn
| Qualzar 1006 |
Trying for Spell 1 and Blessing 1.
Spell 1: 1d1000 ⇒ 643
Blessing 1: 1d1000 ⇒ 772
| Reta Hawkmoon |
I would have had a Blessing of Zarongel to throw on the fire.
As the greatest leader, I'm willing to make the greatest sacrifice and let someone else pick the deck 2 card. Actually, the way I read the reward, Poog has to be the one that gets it. He has to draw "from the box" which means his class deck.
I'd like a Blessing C 1d1000 ⇒ 141
And Armor B 1d1000 ⇒ 87
For my power feat, I'll take the ability to examine my location before exploring after defeating a monster.
| Reta Hawkmoon |
I'm willing to conceded that our victory was due to Poog's great leadership in leading all the other goblins to follow Reta, the greatest leader. Good job Poog.
| MorkXII |
2B-2C: MUNCHMEAT FARM
An archway made of broken branches and bleached bones allows passage to the farm. A sign hangs from the arch, its words scrawled onto the wood with what looks like blood. Three severed, maggot-covered goblin heads sit on poles driven into the ground to the left of the gate. A second sign leans against these poles under the heads.
Both signs are written in Common. The one hanging from the arch says, “Trespsrs wil b eatn!” The one near the three goblin heads (which once belonged to the three Birdcruncher chieftains who came before you) reads, “Yous gobluns taste YUM! Send moar gobluns!”
Thankfully, you’re goblins: you don’t read, and goblin heads are pretty common lawn adornments. On to the farm and its goblin-eating ogres and fire-breathing boars!
VILLAIN:
None
HENCHMEN:
Big Ol' Owly Thing
Piggy
DURING THIS SCENARIO:
When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster C
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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 2
Traits
Lock
Veteran
Check
Dexterity
Disable
11
OR
Combat
22
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Barrier C
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Weapon B
Traits
Sword
Melee
Slashing
2-Handed
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 2
Traits
Bow
Ranged
Piercing
Magic
Check
Dexterity
Ranged
8
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Spell C
Traits
Magic
Divine
Mental
Basic
Check
Wisdom
Divine
6
Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to roll your Arcane or Divine skill + 1d6.
Discard this card to add 1d4 and the Fire trait to a combat check by a character at your location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Armor C
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Shield
Magic
Offhand
Check
Constitution
Fortitude
6
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 1
Traits
Liquid
Alchemical
Check
Wisdom
Survival
Craft
4
Powers
Banish this card to add 1d8 to your Intelligence or Wisdom check.
When you fail an Intelligence or Wisdom check, banish this card to reroll the dice; take the new result.
Item B
Traits
Animal
Pet
Healing
Check
Wisdom
Survival
5
Powers
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
If you have the Goblin trait, banish this card to shuffle 1d4+1 cards from your discard pile into your hand.
Item B
Traits
Object
Aquatic
Basic
Check
Wisdom
Perception
5
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top card of another location deck. After playing this card, succeed at a Perception 7 check to recharge it instead of discarding it.
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.
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 B
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 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.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 1
Traits
Animal
Acid
Check
Wisdom
Survival
6
Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.
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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 1 Zetha Thunderstealer/Wikwocket
Top of Blessing Discard Pile: Blessing of Desna
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing 2
Traits
Divine
Hadregash
Check
Wisdom
Divine
12
OR
Banish an ally
Powers
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Dying Garden
Traits: None
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
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.
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.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
Traits: None
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
Spell B
Traits
Magic
Arcane
Mental
Check
Intelligence
Arcane
4
Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Ally B
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.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
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.
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.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Strength check.
Discard this card to explore your location.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:1
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
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.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
| Reta Hawkmoon |
My upgrades are Blessing of Erastil (Ultimate Combat) and Goblin Buckler Gun. I'm dropping Blessing of the Gobs and Doghide Armor. I still have Sweet Dragon Costume as a replacement for Stalking Armor.
Reta thinks the overturned boat is a great place to demonstrate her great leadership, so she will start there.
Skills and Powers:Hand: Venomous Hand Crossbow +1, Goblin Buckler Gun, Chuffy Lickwound, Poog of Zarongel, SpotolSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes: Poog of Zarongel for +3 and Fire if you need it.
| Poog - Keith |
Poog's gleefully points at the Dying Garden. "Poog burn that down!"
Hand: Dogfinder, Reformarium Servant, Poog of Zarongel, BotGobs, Cure, Goblin Buckler Gun,
Deck: 10 Discard: 0 Buried: 0
Notes: Prefer to keep my Poog until I get a melee weapon.
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.
| Qualzar 1006 |
Qualzar picks Hand Size 7 as Power Feat. Will have Frost Ray to replace Lightning Touch.
He will start at the Farmhouse.
Hand: Force Missile, Good Omen, Frost Sling +1, Poog of Zarongel, Codex, Token of Remembrance, Blessing of Pharasma,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
| Reepazo by redeux |
Reepazo is taking Handsize+1 as power feat. For a total of 5 bugs cards
Reepazo will start at Warrens (particularly nasty if we let this one sit unmanned).
Hand: Immolate, BotGobs 3, Flaming Heavy Pick+1, Poog of Zarongel, Reformarium Servant,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: I have NOT used my 1x scenario shirt reroll for 2B-2C
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 [X]5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
Zetha Wocket
|
Drawing 2 random monsters from the box - 2x Ghoul
Zetha is excited to be getting back to Birdcruncher mission! Not sure what the mission was any more, probably stealing or stabbing something around here.... but still excited to be on mission!
She decides to follow Reepazo to the Warrens to thank her for the healing before. She asks if Reepazo ever consider being best leader ever. Maybe best leader get best bugs?
As Reepazo heads into the warrens, Zetha notices a spellbook the ogres threw into a bush. It opens to a spell of Charm Smelly Longshanks. Could be useful!
Arcane 4: 1d10 + 2 ⇒ (10) + 2 = 12
After figuring out what the spell does, Zetha is even more excited! A new minion like her pet demon! She immediately casts the spell.
After a few minutes, a Soldier wanders out of the woods and approaches Zetha, wearing a glazed expression on his face.
"Hello smelly longshanks! Welcome to tribe! You just promoted to goblin slave. Now go into warrens and find ogres!" (Exploring via Soldier)
The solder looks confused, but slowly complies. As he shambles into a cave, a large Snake uncoils and follows him. Zetha sneaks up behind it to grab it. If friendly, can be pet. If not, Reepazo can maybe add to soup.
Wisdom 6, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (2) + 7 = 9
The snake bites the soldier's heel, but Zetha is able to grab it right after. As the soldier falls to the ground and starts twitching and convulsing, the snake climbs up Zetha's arm and around her neck. Hooray, snake is super friendly! And Zetha has a new scarf! Overjoyed, Zetha continues looking into the cave. (Exploring via Blessing of Iomedae)
Zetha almost trips on a Dogslicer, but it's not a very good one. Didn't even cut her foot off. She ignores it.
Wondering where Reepazo went, she casts Detect Magic to see. She doesn't find any goblins, but does see a big Piggy ahead.
Arcane 4 Recharge: 1d10 + 2 ⇒ (6) + 2 = 8
Hmm, this Zetha's chance to accomplish Birdcruncher mission! Probably, depending on what mission was. Zetha charges, hurling the snake at piggy! (Exploring via Blessing of Norgorber )
Dex 9 BYA, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (8) + 7 = 15
Combat 14, using Ahtez and Stalking Armor, recharging snake: 2d10 + 9 ⇒ (6, 6) + 9 = 21
Dex 6 close check: 1d10 + 2 ⇒ (1) + 2 = 3
Paizo accessory reroll d10 that was 1: 1d10 ⇒ 10
Victory for blue goblin!
Piggy goes to the unoccupied Boneyard/Wooden Bridge: 1d2 ⇒ 2 -> Wooden Bridge
Random monster from the Warrens power goes to open loc Alchemical Workshed/Dying Garden/Overturned Boat/Boneyard/Farmhouse/Wooden Bridge: 1d6 ⇒ 2 -> Dying Garden
Hand: Cape of Escape, Enchanted Fang, Good Omen, Blessing of the Gods 1, Stalking Armor, Bound Lantern Archon, Bound Imp
Displayed: Ahtez
Deck: 6 Discard: 4 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
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.
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Trip
Magic
Arcane
Veteran
Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10
Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10. If you do not have the Goblin trait and are proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Weapon 1
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
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 B
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 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 2
Traits
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 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 B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 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 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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 B
Traits
Accessory
Check
Intelligence
Craft
Wisdom
Survival
6
Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Item B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
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.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 2
Traits
Animal
Elite
Check
Wisdom
Survival
9
Powers
Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
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.
Turn: 2 Reepazo/redeux
Top of Blessing Discard Pile: Blessing of the Boss
Blessing 2
Traits
Divine
Hadregash
Check
Wisdom
Divine
12
OR
Banish an ally
Powers
Display this card to add 1 die to your combat check. If you succeed, draw a random card from your discard pile; if you fail bury a random card from your discard pile. Then discard this card.
Discard this card to add 2 dice to a combat check or a check by a character that has the Goblin trait. Before attempting the roll, the character attempting that check discards a card.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 28
Blessings Deck
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Dying Garden
Traits: None
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:4 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Poog
Notes: 1st card is a Monster
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.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Reta
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
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.
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.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:1
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Qualzar
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reepazo, Zetha
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:2
Notes: At least one Piggy
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
| Reepazo by redeux |
BYA DC 9 dex: 1d8 + 1 ⇒ (5) + 1 = 6
Fire Damage: 1d4 ⇒ 3
Toss Poog Ally: 1d4 ⇒ 2 Poog Ally gets thrown to Reta
Reepazo discards BotGobs 3 and Reformarium Servant for rest of fire damage
At start of Reepazo's turn she moves to Boneyard and finds a scroll
display Immolate for bug form
Aid DC 6 divine: 1d8 + 1d6 + 3 ⇒ (4) + (2) + 3 = 9 acquired
It looks like a useful spell for friends.
Reepazo will stop and rest there.
Hand: BoBarkBreaker, Fire Sneeze, Flaming Heavy Pick+1, Aid (acquired), Doghide Armor,
Displayed: Immolate,
Deck: 8 Discard: 2 Buried: 0
Notes: Aid spell can add 1d6 to any check. feel free to use. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 [X]5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
| Reta Hawkmoon |
Reta flips a Blessing of Sheyln, then explores the Overturned Boat. She thinks she sees a Goblin Warchanter, but she rubs her eyes and realizes its really a Crazy Screaming Bird Lady. Asking Zetha for her Blessing of the Gods so she can play it as Blessing of Sheyln.
Wisdom 8: 1d6 + 1 + 2d6 ⇒ (2) + 1 + (4, 2) = 9
Defeated.
Discarding Spotol to explore again. Sling.
Ranged 5: 1d10 + 3 ⇒ (2) + 3 = 5 Acquired.
Discarding Chuffy Lickwound to explore (1d6+2 to my combat checks during this exploration).
Werewolf. Venomous Hand Crossbow+1, recharging Sling.
Combat 13: 1d10 + 3 + 1d6 + 1 + 1d8 + 1 ⇒ (9) + 3 + (4) + 1 + (8) + 1 = 26
Defeated. Burying Spotol to examine. Caltrops. I'll explore.
Dexterity 4: 1d10 + 1 ⇒ (2) + 1 = 3
Failed to acquire.
Ending my turn.
Skills and Powers:Hand: Dogslicer, Venomous Hand Crossbow +1, Goblin Buckler Gun, Poog of Zarongel, Poog of ZarongelSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
Deck: 11 Discard: 1 Buried: 1 Displayed: 0
Notes: Poog of Zarongel for +3 and Fire if you need it.
| Poog - Keith |
Poog glares at a Mercenary that fled from the Warrens to the Dying Garden, and punches him with the help of one of Reta's Poog's and his servant.
Combat 12: 1d8 + 2 + 3 + 1d6 + 1d4 ⇒ (2) + 2 + 3 + (4) + (1) = 12
Then he ventures onwards, guided by the Gobs! Apparently some other goblin was already here, and left its Stalking Armor. Con 4: 1d8 ⇒ 1 Too many burnt holes to use, though.
Finally, his servant leads him further into the garden, where some really strange longshanks is having a weird ritual. Poog readies Poog and prepares to punch a cultist, but thinks - on reflection on his recent luck - it might be good to be blessed by someone. Zetha seems to have one available and could use a heal.
Combat 11: 1d8 + 2 + 3 + 1d6 + 1d8 ⇒ (1) + 2 + 3 + (6) + (7) = 19
Poog cures himself Cards: 1d4 + 1 ⇒ (4) + 1 = 5 Recharge 8: 1d10 + 3 ⇒ (8) + 3 = 11
Hand: Goblin Buckler Gun, Flaming Heavy Pick +1, Reformarium Servant, Blessing of Hadregash, Dogfinder, Conch Shell,
Deck: 10 Discard: 0 Buried: 0
Notes:
Strength d8 ■+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 ■6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster 2
Traits
Undead
Swarm
Elite
Check
Combat
12
OR
Divine
8
Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 1
Traits
Cache
Check
None.
Powers
Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapon B
Traits
Axe
Melee
Slashing
2-Handed
Check
Strength
Melee
10
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon C
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.
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.
Weapon 1
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
Spell 1
Traits
Magic
Arcane
Attack
Mental
Check
Intelligence
Arcane
6
Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
When you encounter a card, discard this card to evade it; then each character at your location must succeed at a Constitution or Fortitude 7 check or recharge a card. Then you may move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 2
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
8
Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Attack
Elite
Check
Wisdom
Divine
8
Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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 C
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.
Armor C
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Heavy Armor
Elite
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 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.
Item C
Traits
Accessory
Magic
Basic
Check
Intelligence
Arcane
Wisdom
Divine
Powers
Reveal this card to add 1d4 with the Magic trait to your combat check; you may not play a spell with the Attack trait or a weapon on this check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally 1
Traits
Human
Noble
Check
Charisma
Diplomacy
4
Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Turn: 5 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 25
Blessings Deck
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Dying Garden
Traits: None
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Poog
Notes:
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Reta
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo,
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Qualzar
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:2
Notes: At least one Piggy
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
| Qualzar 1006 |
It was Qualzar who provided the Blessing to Poog's check, so he gets to heal that Blessing of Pharasma back to his deck.
Qualzar flips Blessing of the Gobs and proceeds to raid the Farmhouse. He sees fancy elf boots. Dexterity 5 using Codex: 2d6 ⇒ (4, 4) = 8 Acquired Boots of Elvenkind. Knowledge 10 recharge: 1d10 + 2 ⇒ (8) + 2 = 10 Codex recharged.
Not wanting to bury his allies, he ends his turn after drawing Apprentice.
Hand: Force Missile, Good Omen, Frost Sling +1, Poog of Zarongel, Boots of Elvenkind (ncd), Token of Remembrance, Apprentice,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Zetha Wocket
|
Zetha whoops in victory as Piggy runs away. She follows it to the Wooden Bridge.
Drawing 2 random monsters from the box: Zombie and Faceless Stalker.
Piggy runs pretty fast though, and blue goblin has short legs. She loses him, and is ambushed by a Satyr. Zetha tries to sneak away...
Dex 9, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (1) + 7 = 8
Satyr is too fast to escape from! It kicks Zetha off the bridge! Her Cape of Escape snags on the bridge planks as she falls into the water. Discarded as 1 damage. Satyr is shuffled back into the bridge.
On start of next turn, using Staff of Minor Healing to heal card:1d6 ⇒ 5
Hand: Enchanted Fang, Good Omen, Random Monster - Faceless Stalker, Stalking Armor, Bound Lantern Archon, Bound Imp
Displayed: Ahtez
Deck: 7 Discard: 5 Buried: 0
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster C
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster B
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
Monster 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.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits
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.
Weapon 2
Traits
Spear
Ranged
Piercing
Magic
Elite
Check
Dexterity
Ranged
10
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
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.
Weapon B
Traits
Dart
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
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 B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 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.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor C
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 2
Traits
Shield
Magic
Offhand
Check
Constitution
Fortitude
6
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item C
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 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.
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.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Wisdom check.
Discard this card to explore your location.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits
Human
Basic
Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Turn: 7 Reepazo/redeux
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 23
Blessings Deck
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Dying Garden
Traits: None
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Poog
Notes:
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Reta
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo,
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Qualzar
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:2
Located here: Zetha
Notes: At least one Piggy
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
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.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
| Reepazo by redeux |
Reepazo searches the Boneyard and comes across a scroll
Scorching Ray DC 6 intelligence: 2d6 ⇒ (1, 6) = 7
Reepazo doesn't understand the scroll very much, but she sees references to FIRE. Surely Bearded one or Zetha would be more interested in it.
She continues to explore with her Barkbreaker recharge BoBarkbreaker, discard Scorching Ray for damage
Reepazo wanders ahead but is caught off-guard by an ambush! auto-fail DC 11 perception check vs 1d6+1d4.
An Ogre comes towards her rapidly
Ogre DC 14 combat: 1d8 + 1d12 + 1d6 + 3 - 3 ⇒ (3) + (6) + (5) + 3 - 3 = 14 defeated
She releases a fire sneeze that stops the giant.
Fire Sneeze recharge DC 8 divine: 1d8 + 1d6 + 3 ⇒ (6) + (1) + 3 = 10 recharged
GM-card 1 acquired, cards 2 and 3 banished. location deck shuffled.
Reepazo is worn out from the fight. She decides to rest.
Hand: BoZarongel, Potion of Fortitude, Flaming Heavy Pick+1, Aid (acquired), Doghide Armor,
Displayed: Immolate,
Deck: 8 Discard: 3 Buried: 0
Notes: Aid spell can add 1d6 to any check. feel free to use. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 [X]5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster C
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster 1
Traits
Undead
Elite
Check
Combat
10
Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
10
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapon B
Traits
Dart
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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 B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon 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.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Mental
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item C
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 2
Traits
Instrument
Magic
Check
Intelligence
Arcane
Diplomacy
8
Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits
Book
Magic
Elite
Check
Intelligence
Knowledge
5
Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.
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 B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally B
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 8 Reta/Hawkmoon269
Top of Blessing Discard Pile: Blessing of Abadar
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:1
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Dying Garden
Traits: None
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Poog
Notes:
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Reta
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo,
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Qualzar
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:2
Located here: Zetha
Notes: At least one Piggy
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
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.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
| Reta Hawkmoon |
Reta continues on at the Overturned Boat. She finds an Acolyte. She has no hope for that.
She contemplates discarding Poog to explore, but the pesky little wannabe leader is probably too valuable for his healing or fire adding. So, she'll just end her turn.
Skills and Powers:Hand: Dogslicer, Venomous Hand Crossbow +1, Goblin Buckler Gun, Poog of Zarongel, Reformarium ServantSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
Deck: 11 Discard: 1 Buried: 1 Displayed: 0
Notes: Poog of Zarongel for +3 and Fire if you need it.
| Poog - Keith |
Poog continues to explore the garden. First, he finds a treasure map. Surv 6: 1d10 + 2 ⇒ (8) + 2 = 10. Huh. It's a big arrow that points to a decaying planter. Inside is a Wand of Force Missile. "Ooh, this fancy club."
Poog continues onwards, with Hadregash's guidance, discovering a Giant Gecko. He hits it with the Wand. Combat 8: 4d4 + 1d6 ⇒ (3, 4, 2, 1) + (4) = 14. It is blown clear out of the garden and into Loc: 1d2 ⇒ 2 the Warrens.
So surprised at the strange properties of his "club", Poog takes a second to peer through his Conch Shell. It's not terribly helpful, but he does notice some Magic Leather Armor over at the Boneyard. "Reta, shiny for you, cause you such good minion."
Poog shrugs and continues on, sending his Servant in first. Thankfully, the Gods bless Poog, so he continues even further... right into a Fire-breathing Piggy!
Poog bravely hides behind his buckler Fire: 1d4 ⇒ 2, then smacks the Piggy with his pick.
Combat 14: 1d8 + 2 + 1d6 + 1 + 1d6 + 1d6 ⇒ (5) + 2 + (3) + 1 + (5) + (1) = 17 It runs squealing off to Loc: 1d2 ⇒ 1 the Alchemical Workshed.
Meanwhilst, Poog calls upon Zarongel's (Reepazo's) aid, Surv 8: 1d10 + 2 + 1d10 ⇒ (10) + 2 + (7) = 19 and burns the Garden down to the ground.
Hand: Dogfinder, Fiery Glare, Blessing of Zarongel, Cauterize, Blessing of Bark Breaker, Poog of Zarongel,
Deck: 7 Discard: 4 Buried: 1
Notes:
Strength d8 ■+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 ■6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.
| Reepazo by redeux |
hand update. Reform servant and Scorching Ray healed from blessing on Poog. unfortunately my Botgobs 3 did not get healed
Hand: Potion of Fortitude, Flaming Heavy Pick+1, Aid (acquired), Doghide Armor,
Displayed: Immolate,
Deck: 10 Discard: 2 Buried: 0
Notes: Aid spell can add 1d6 to any check. feel free to use. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster C
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster 1
Traits
Undead
Elite
Check
Combat
10
Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
10
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapon B
Traits
Dart
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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 B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon 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.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Mental
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item C
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 2
Traits
Instrument
Magic
Check
Intelligence
Arcane
Diplomacy
8
Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits
Book
Magic
Elite
Check
Intelligence
Knowledge
5
Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.
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 B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally B
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 10 Qualzar Furryface/yamasaki
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:2
Notes: At least one Piggy
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Poog
Notes:
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Reta
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Qualzar
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
Wooden Bridge
Traits: None
At This Location: You may discard 2 cards to evade an encounter.
When Closing: Succeed at a Dexterity or Stealth 6 check.
When Permanently Closed: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:3 Bl:1 ?:2
Located here: Zetha
Notes: At least one Piggy
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Animal
Basic
Check
Combat
9
Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
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.
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.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Ally B
Traits
Vermin
Pet
Check
Wisdom
Survival
Fortitude
4
Powers
Put this card on top of your deck to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
| Qualzar 1006 |
Qualzar flips Blessing of Sarenrae and proceeds with the ransacking the Farmhouse. He sees a bottle of liquid, and asks his Apprentice to help him figure it out. Wisdom 8: 2d6 ⇒ (4, 6) = 10 Holy Water acquired.
He asks Poog to explore some more (buried because of location power). A goblin warrior comes... and goes, being chased by a Goblin Snake, who then decides to attack Qualzar. Auto fail Constitution BYA 6. Overcome with the stench, he tosses the elf boots and conjures an image of being stepped on like a worm by a giant shoe. Combat 8+1: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (6) = 14 It died of fright.
He rests and ends his turn.
Hand: Force Missile, Good Omen, Frost Sling +1, Goblin Buckler Gun, Fire Sneeze, Token of Remembrance, Holy Water (ncd),
Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards:
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Arcane: Charisma +2
Favored Card: Spell
Hand Size 6 [x] 7
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([ ] +1) ([ ] +2) and add the Attack, Magic, and Mental traits. This counts as playing a spell.
When you encounter a monster, you may evade it ([x] and put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
Zetha Wocket
|
Drawing 2 random monsters from the box: Traitor, Attic Whisperer.
Zetha grumpily climbs out of the water, up the river bank, and back towards the path. Along the way, she sees a friendly-looking Toad. Seems like a good sign!
Arcane 7, with Good Omen: 1d10 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Arcane 8 Good Omen Recharge: 1d10 + 2 ⇒ (10) + 2 = 12
Toad likes Zetha! Encouraged, she keeps looking around. (Exploring via Toad)
Zetha then spies the Piggy she was chasing. She'll get it this time! She hides behind a tree and sneaks up on it.
Dex 9 BYA, banishing monster to use Stealth + Stalking Armor: 1d10 + 7 ⇒ (7) + 7 = 14
Combat 14, using Ahtez and Stalking Armor and Enchanted Fang: 1d10 + 9 + 1d4 ⇒ (7) + 9 + (1) = 17
Enchanted Fang Recharge: 1d10 + 2 ⇒ (10) + 2 = 12
Zetha jumps out at the pig, and it takes one look at her and runs away!
Piggy goes to Alchemical Workshed/Warrens: 1d2 ⇒ 1 -> Alchemical Workshed
Stealth 6 Close Check, using Stalking Armor: 1d10 + 7 ⇒ (7) + 7 = 14
She decides to keep chasing the nasty pig, probably way more interesting than bridge.
Close power: bury monster to recharge Blessing of Norgorber
Hand: Researcher, Riftwarden, Stone Skin, Random Monster - Faceless Stalker, Stalking Armor, Bound Lantern Archon, Bound Imp
Displayed: Ahtez
Deck: 7 Discard: 5 Buried: 1
Notes: Please use any spells or blessings you like. I have a few spells to help in combat.Skills and Powers:Skills:
Strength d4
Dexterity d10 + 2
Stealth: Dexterity +3
Constitution d6
Intelligence d8
Wisdom d4
Charisma d10
Arcane: Charisma +2
Diplomacy: Charisma +1Favored Card: Item
Hand Size 6 ☑7
Proficient with: Light Armors
Powers:
After you play a spell that has the Attack trait, banish it.
At the start of your turn, you may draw 1 random monster (☑ or 2 random monsters) from the box.
You may banish a monster from your hand to evade your encounter or to use your Stealth skill in place of the listed skill for a non-combat check (☐ or, if you're not in an encounter, to move) (☐ or to add 1d6 to your check to defeat a barrier).Cohort: Ahtez:
Display this card. While displayed, for your combat check, you may use your Stealth skill plus the scenario's adventure deck number and add the Cold and Melee traits. If you would fail this check, you may recharge a card to reroll 1 die; take the new result.
While displayed, when you are dealt damage, you may banish a monster to reduce damage dealt to you by 2 plus the monster's adventure deck number.
| MorkXII |
During This Adventure: You gain the Goblin trait.
When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: When you defeat and would banish a monster that has the Animal trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster C
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Monster 1
Traits
Undead
Elite
Check
Combat
10
Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
10
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
Trap
Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapon B
Traits
Dart
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 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 B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon 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.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 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 B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Attack
Mental
Basic
Check
Intelligence
Arcane
4
Powers
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor B
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits
Shield
FIrearm
Basic
Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5
Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage to you by 2, or to add 1 die to your Acrobatics check.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 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.
Item B
Traits
Liquid
Magic
Divine
Basic
Check
Wisdom
Divine
8
Powers
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Item C
Traits
Tool
Elite
Check
Dexterity
Disable
7
Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.
Item 2
Traits
Instrument
Magic
Check
Intelligence
Arcane
Diplomacy
8
Powers
After a character at your location moves during her move step, display this card at your location. While displayed, when a character ends her turn, each character at this location may move, and each character at another location may move to this location. At the start of your turn, discard this card.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Item B
Traits
Book
Magic
Elite
Check
Intelligence
Knowledge
5
Powers
Reveal this card to add 1d6 to your Knowledge check.
Recharge this card to succeed at your Knowledge check.
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 B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally B
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Ally B
Traits
Human
Elite
Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Turn: 12 Reepazo/redeux
Top of Blessing Discard Pile: Blessing of Shelyn
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Alchemical Workshed
Traits: None
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:3
Notes: At least TWO Piggies!
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 1
Traits
Wand
Magic
Arcane
Attack
Elite
Check
Intelligence
Arcane
7
Powers
For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item B
Traits
Object
Vermin
Poison
Basic
Check
Wisdom
Survival
8
OR
Bury a card
Powers
Banish this card to evade your encounter with a monster.
Banish this card to add 1d4 and the Poison trait to a combat check by a character at your location.
After you play this card, you may recharge this card instead of banishing it; if you do, a character at your location discards a card.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Weapon B
Traits
Blowgun
Ranged
Poison
Alchemical
Elite
Check
Intelligence
Craft
Knowledge
Ranged
6
Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
None
Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits
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.
Spell B
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Henchman Monster 2
Traits
Animal
Check
Combat
15
Powers
Before you act, succeed at a Perception 6 check or you are dealt 2 Combat damage.
If undefeated, a random character summons and encounters the henchman Big Ol' Owly Thing.
If defeated, you may immediately attempt to close the location this henchman came from.
Dying Garden
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Poog
Notes:
Overturned Boat
Traits: None
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:0 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:1
Located here: Reta
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Boneyard
Traits: None
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Reepazo
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Ally B
Traits
Human
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.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster C
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Farmhouse
Traits: None
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Qualzar
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier C
Traits
Cache
Elite
Check
Wisdom
Perception
9
Powers
If defeated, examine the top 3 cards of the location deck and shuffle 1 item, weapon or blessing (if any) of your choice into your character deck. Return the remaining cards to the location deck in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 2
Traits
Animal
Check
Combat
14
OR
Survival
10
Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 1
Traits
Human
Bard
Check
Charisma
Diplomacy
5
Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Warrens
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Monster B
Traits
Animal
Basic
Check
Combat
8
Powers
If undefeated, shuffle the Gecko into a random open location.
Wooden Bridge
At This Location: When you end your turn here, you may bury a card from your hand to recharge a card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Zetha
Notes:
| Reepazo by redeux |
Reepazo explores the Boneyard
Potion of Healing DC 5 int: 2d6 ⇒ (2, 2) = 4 banished
She finds a bottle but it breaks. She should probably be more careful so she doesn't hurt any of her bugs.
Hand: Toad, Potion of Fortitude, Flaming Heavy Pick+1, Aid (acquired), Cure,
Displayed: Immolate,
Deck: 8 Discard: 3 Buried: 0
Notes: Aid spell can add 1d6 to any check. feel free to use. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C
DEXTERITY d8 [X]+1[]+2 []+3 []+4
Melee: Dexterity +1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d8 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
CHARISMA d6 []+1 []+2
Survival: Charisma +3
Hand Size 4 [X]5
Light Armors, Weapons
Powers:
When you encounter a card, you may display a boon that has the Divine trait( [] and you may recharge a card displayed by this power to evade your encounter). While displayed, your Constitution and Dexterity dice are d12, and you may play only boons that have the Goblin, Melee, Poison, or Vermin ( [X] or Divine) trait; add the Vermin trait to your checks. At the end of any encounter, you may recharge all displayed by this power.
When you attempt a check that invokes the Poison, Swarm, or Vermin trait, add 1d6 ( [] and before the roll, you may draw a card).
Buggy wuggy, creepy crawler,
Cutey sluggy bites a brawler.
Skitter, jitter, hurry scurry,
In a fit of buggy fury.
Shower folk in worms exotic
In a joke so arthropodic.
Ha! The bigguns leapin' so
When 'ere comes a Reepazo!"
-Reepazo's song
| Reta Hawkmoon |
Reta flips a Blessing of Iomadea and continues to explore at the Overturned Boat to pick up the armor Poog spotted earlier.
Fortitude 2: 1d8 + 1 ⇒ (3) + 1 = 4
Acquired.
Discard Reformarium Servant to explore again.
Blessing of Torag.
Strength 4: 1d8 ⇒ 4
Acquired. Discarding it to explore. Slashing Blade. Going to use Reepazo's Aid.
Dexterity 9: 1d10 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12
Defeated. Ending my turn.
Skills and Powers:Hand: Dogslicer, Venomous Hand Crossbow +1, Goblin Buckler Gun, Magic Leather Armor, Poog of ZarongelSkills STRENGTH d8
DEXTERITY d10+1
-RANGED: DEXTERITY +2
CONSTITUTION d8
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+1
-PERCEPTION: WISDOM +3
CHARISMA d4Powers
HAND SIZE 5
PROFICIENT WITH Light Armors Weapons
When you would discard a weapon for its power, you may recharge it (☐ or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your deck, then you may) explore your location.
Deck: 11 Discard: 3 Buried: 1 Displayed: 0
Notes: Poog of Zarongel for +3 and Fire if you need it.
| Reepazo by redeux |
Aid Recharge DC 8 divine: 1d8 + 1d6 + 3 ⇒ (8) + (3) + 3 = 14 recharged
hand update
Hand: Toad, Potion of Fortitude, Flaming Heavy Pick+1, Cure,
Displayed: Immolate,
Deck: 9 Discard: 3 Buried: 0
Notes: Aid spell can add 1d6 to any check. feel free to use. Bug form active. I have NOT used my 1x scenario shirt reroll for 2B-2C
| Poog - Keith |
Poog looks around, trying to figure out why the flaming piggies won't stick around for dinner. "Farmhouse has tasty things, to there!"
Poog immediately runs into a weird faceless longshanks. He blinks at it Wis 7: 1d10 + 1 ⇒ (5) + 1 = 6.
"Okay, now _that_ is a stupidface," he declares as he glares at it - in a fiery way.
Combat 14: 1d10 + 3 + 2d4 + 1d6 ⇒ (7) + 3 + (4, 4) + (4) = 22
Recharge 10: 1d10 + 3 + 1d6 ⇒ (8) + 3 + (5) = 16
"Zarongel guides me to... weird tooly thing." Dex 4: 1d4 ⇒ 3 "Much better idea than longshank chainmail. Good idea. Yeah..."
Poog tosses Dogfinder over his shoulder, drawing Cards: 1d4 + 1 ⇒ (2) + 1 = 3.
Hand: BotGobs, Flaming Heavy Pick +1, Reformarium Servant, Cauterize, Blessing of Bark Breaker, Poog of Zarongel, Blessing of Zarongel,
"Maybe Zarongel have better idea now? Ah, Short Sword. Umm, yes, Poog understand now Zarongel working Poog up to greater things. Slowly." Melee 4: 1d8 + 2 ⇒ (8) + 2 = 10
"How about now?" (tossing Short Sword for the 1 Fire damage to recharge Bark Breaker). Wis 9: 1d10 + 1 ⇒ (3) + 1 = 4 Secret thing too secret. (Also banished)
Hand: BotGobs, Flaming Heavy Pick +1, Reformarium Servant, Cauterize, Poog of Zarongel, Horsechopper,
Deck: 7 Discard: 4 Buried: 2
Notes:
Strength d8 ■+1 □+2 □+3 □+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10 ■+1 □+2 □+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6 □+1 □+2
Hand Size 5 ■6
Proficient with Light Armors and Weapons
Powers:
When another character plays a blessing on your check, after the check she may shuffle 1 random card (■ or 2 random cards) from her discard pile into her deck.
Add 1d6 (□+1) to your check that invokes the Animal or Fire trait.
After you bury, discard, recharge, or reveal a boon that has the Animal trait for its power, banish it, then you may (□ recharge a random card from your discard pile and) draw a card.