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

Game Master MorkXII

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

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

Traits
Outsider
Vermin
Demon
Barbarian
Mythic

Check
Combat
35

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


The Defiled One
Spoiler:
The Defiled One
Villain Monster 4

Traits
Outsider
Undead
Angel
Mythic

Check
Combat
28
THEN
Combat
28

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


Lust Demon
Spoiler:
Lust Demon
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
20

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


Ash Giant Thug
Spoiler:
Ash Giant Thug
Henchman Monster 4

Traits
Giant
Barbarian

Check
Combat
27
OR
Arcane
Divine
18

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


Derakni
Spoiler:
Derakni
Henchman Monster B

Traits
Outsider
Demon

Check
Combat
13

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


Harvester
Spoiler:
Harvester
Henchman Monster 4

Traits
Outsider

Check
Combat
27

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


Brimorak
Spoiler:
Brimorak
Henchman Monster 2

Traits
Outsider
Demon
Veteran

Check
Combat
12

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


Cultist of Baphomet
Spoiler:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Cultist of Deskari
Spoiler:
Cultist of Deskari
Henchman Monster 1

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

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


Wight
Spoiler:
Wight
Henchman Monster B

Traits
Undead
Wight

Check
Combat
10
OR
Wisdom
Divine
8

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


Corrupted Soldier
Spoiler:
Corrupted Soldier
Henchman Monster B

Traits
Human
Soldier
Veteran

Check
Combat
9
OR
Charisma
Diplomacy
6

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


Fiendish Tree
Spoiler:
Fiendish Tree
Henchman Monster B

Traits
Plant
Demon
Veteran

Check
Combat
13

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


Ulkreth
Spoiler:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

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


Ivory Templar
Spoiler:
Ivory Templar
Henchman Monster 3

Traits
Human
Paladin

Check
Combat
20

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


Stringy Fiend
Spoiler:
Stringy Fiend
Henchman Barrier 5

Traits
Outsider
Fiend

Check
Combat
33

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

Ravener Terendelev
Spoiler:
Ravener Terendelev
Henchman Monster 6

Traits
Undead
Dragon
Mythic

Check
Combat
30
THEN
Combat
35

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


Acquired Shinies


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(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

"What you doing with Tup's Ooneecorm friend, Reep!!??!"


Reta's Hand Greatest Leader Ever!!

The hour is Pulura.

Reta heads to Paradise Hill to help Poog.

Free exploration: Umbural Dragon
Random Occupied Location: 1d4 ⇒ 3
The Umbrella Dragon wants to see how tough Q is.

Celestial Crossbow +3, Ophidian Armor, MIght Gubmuff XXXII(Houndhacker)
Combat 24: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 1d4 + 6 ⇒ (8) + 4 + 2 + 7 + (5) + 3 + (2) + 6 = 37
Success
Celestial Crossbow +3, Ophidian Armor, Blessing of Shizuru
Combat 24: 1d10 + 4 + 2 + 7 + 1d8 + 3 + 2d10 ⇒ (5) + 4 + 2 + 7 + (4) + 3 + (2, 5) = 32
Success
Defeated
Gain a charge.

Bury Starbow to exampine: Wolverine. Explore
Wisdom 8: 1d6 + 2 ⇒ (2) + 2 = 4
Failed.
Banished.

Ending my turn. Poog can give me a card and draw a card if he wants.

Reta wrote:

Skills and Powers:
Skills

STRENGTH d8
DEXTERITY d10+4
-RANGED: DEXTERITY +2
CONSTITUTION d8+1
-FORTITUDE: CONSTITUTION +1
INTELLIGENCE d6
WISDOM d6+2
-PERCEPTION: WISDOM +3
CHARISMA d4

Powers
HAND SIZE 8
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. (☑ You may treat this power as if both occurrences of the word "weapon" were "ally.")
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster (☐ or acquire an ally), you may bury a card from your hand (☑ or discard pile) to (☑examine the top card of your location deck, then you may) explore your location.
☑At the end of your turn, (☑ you may move, then) each other character at your location may give you a card. Each character that does may draw a card.
☑When you are at the same location as another character, and one of your attempts a check, if you both recharge 1 card each, add 1d8. (☐ If the character fails the check,you may both instead discard the cards to reroll the dice; take the new result.)

Hand: Celestial Crossbow +3, Firebow, Houndhacker, Ophidian Armor, Pot Helm, Belt of Physical Might, Beneficial Bandolier, Blessing of Lady Lastbreath
Deck: 11 Discard: 1 Buried: 4 Displayed: 5
Notes: Mythic Charges: 7/7
Reroll: Not used
Slaying Bolts Traits: Half-Elf, Cultists, Archer, Demon, Outsider, Dragon, Mythic


(Bale-Flame of Naughtiness) Male Goblin Pyromaniac | #44004-1011

keep Arcane Cannonade: 1d12 + 12 ⇒ (3) + 12 = 15 Stays up.

Tup keeps searching around the evil gate, hoping to kill a Demony-guy and shut the door. He finds a... slammy... salma... Slamamander. It's so weak that Tup wishes he could keep it as a pet. Casting Ice Strike on it which auto-kills it.
recharge: 1d12 + 12 ⇒ (5) + 12 = 17 Recharged.

Then he flies around to look at stuff. [ooc]Using Wand of Flying to examine the top card of the Gate as well as Eagle Rock. Locust Demon is on top of Eagle Rock. A Gargoyle is on top of the Gate... appropriate.
recharge: 1d12 + 12 ⇒ (5) + 12 = 17 Recharged.

Tup's friend the Druid notices a Gargoyle on top of the gate and points it out to Tup, and Tup simply sneers at it, killing it instantly. Casting Cloudburst on it, which auto-kills it.
recahrge: 1d12 + 12 ⇒ (3) + 12 = 15 Recharged.

Archmage Tup the Terrible, Destroyer of Worlds wrote:

Hand: Ice Chemist, Codex of Conversations, Deliverance, Immolation Cloak, Blessing of Qi Zhong, Staff of Dark Flame, Death's Touch, Byzantine Lexicon,

Displayed: Create Mindscape, Arcane Cannonade, Goblin Fire Drum, Safety Bubble,
Deck: 12 Discard: 2 Buried: 0
Notes: Happy to recharge a card to add 4 to a check at my location. No more fire damage!
Current Mythic Charges: 7 Current die bumps: 2 Reroll: Not used

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6 [X] 7 [X] 9 [ ] 11
Proficient with: None
Powers:
For your combat check, you may banish a card to use your Arcane skill + 1d8 ([X +1) ([X] +1d6+1) and add the Attack, Fire ([ ] or Force), and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box.
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4 ([X] -1) ([X] -4) Fire damage.
[X] On your check that invokes the Fire trait, you may recharge a card to add another 1d8; after the check you are dealt 1d4 Fire damage.
[ ] Reduce Fire damage dealt to you by 1.
[X] At the end of your turn, you may exchange a card in your hand for a card that has the Fire trait in any character's discard pile.
Add your number of mythic charges to your Intelligence or Charisma check. Then, you may expend 1 or more charges; if you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.
Champions of Mendev: Expend a mythic charge to gain the skill Divine: Wisdom +5 or Fortitude: Constitution +5 or Ranged: Dexterity +5 until the end of the turn.


Deliverance:
Deliverance (Cohort P)
Animal
Owner: Tup
Display this card to move, then shuffle it into your location deck. You may not play this card during an encounter.
When you would banish this card from a location deck, you may add it to Tup’s hand instead.

Redeemed Cards:

Black Robe
Loot Item 3
Traits
Accessory
Magic
Corrupted
Powers
Reveal this card to add 2 to your Arcane or Divine checks, or to reduce damage dealt to you by 2; you may play another item on the check.
Discard this card to put a spell from your discard pile on top of your deck.
After you play this card, if it has the Corrupted trait, bury a random card from your discard pile.

Fasciculus Labyrinthum
Loot Item 4
Traits
Book
Magic
Corrupted
Powers
Reveal this card to add 2d4 to your check against a bane that has the Minotaur trait.
Discard this card to ignore any effect that would move you to a random location.
After playing this card, if it does not have the Corrupted trait, succeed at an Intelligence or Knowledge 11 check to recharge this card instead of discarding it.


Poog hands Reta a shiny Lend Mythic Path, then heads to the Great Hall to find Reepazo.

He pokes around the Great Hall, cause of course he does. Climber's Gloves look burnable? Survival 12: 1d10 + 4 + 6 ⇒ (2) + 4 + 6 = 12

Then he heals himself, cause he's awesome. Cards: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge: 1d10 + 5 + 6 ⇒ (7) + 5 + 6 = 18

Poog

Hand: Mace of Smiting, Cleric of Nethys, Blessing of Bark Breaker, Autumn Witch, Sand Elemental, Blessing of Zarongel, Blessing of Pharasma,
Deck: 12 Discard: 2 Buried: 3
Displayed: God of Goblin Leaders, Safety Bubble,
Notes: Mythic Charges: 6.

Skills and Powers:
SKILLS
Strength d8+6 ■+1 ■+2 ■+3 ■+4
. Melee: Strength +1
Dexterity d4 □+1
Constitution d8 □+1 □+2 □+3
Intelligence d6 □+1 □+2
Wisdom d10+6 ■+1 ■+2 ■+3
. Divine: Wisdom +2
. Survival: Wisdom +1
Charisma d6+6 □+1 □+2

Hand Size 5 ■6 ■7

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. (■ Then shuffle a random card from your discard pile into your deck.)
Add 1d6 (■+1) to your check that invokes the Animal or Fire (■ or Elf, Human, or Slashing) 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.
■ When you play a card that has the Zarongel trait to add dice to a check, add an additional d8 and you may add the Fire trait

Poog has lots of good blessings, cause he's a god and all.


Spreadsheet Mustached Gnomblin Sorcerer 6

Q cowers in fear of the Umbral Dragon and hopes for the best. Fortitude 11 using Mythic medal and BoDroskar (recharged using Vestments of False Faith): 3d4 + 5 ⇒ (3, 4, 1) + 5 = 13 He's safe.

Qualzar, Mesmerist and Mythic Archmage wrote:

Hand: Amulet of the Abyss, Stole of the Inheritor, Sign of Wrath, Dominate, Force Sling +3,

Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes:
Mythic Charges: 6 Die Bumps: 1 Reroll Available: Y

Skills and Powers:
SKILLS

STRENGTH d6 [ ] +1 [ ] +2
DEXTERITY d6 [ ] +1 [ ] +2
CONSTITUTION d4 [ ]+1
INTELLIGENCE d10 [x] +1 [x] +2 [x] +3
Knowledge: Intelligence +2
WISDOM d6 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
Arcane: Charisma +2

Favored Card: Spell
Hand Size 6 [x] 7 [ ] 8
Proficient with: None
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([x] +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 may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
[x] You automatically succeed at your check to recharge a spell ([ ] or an item that has the Magic trait).
[x] When you would take damage before you act, you may discard ([x] or recharge) a card to reduce that damage to 0.
[x] Add 2 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
[ ] You gain the skill Stealth: Charisma +2.

Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


During This Adventure:

  • The servitor demon is the henchman Favored of Deskari.
    Favored of Deskari:
    Favored of Deskari
    Henchman Monster 6

    Traits
    Outsider
    Vermin
    Demon
    Barbarian
    Mythic

    Check
    Combat
    35

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

    Mythic Goblin Champions!:

    [ ] Mythic Medal of Stabbing: Melee: Strength + 5
    [ ] Mythic Medal of Throwing Pointy Things: Ranged: Dexterity + 5
    [ ] Mythic Medal of Iron Bellies: Fortitude: Constitution + 5
    [ ] Mythic Medal of Smrtness: Knowledge: Intelligence + 5
    [ ] Mythic Medal of the Goblin Hero-Gods: Divine: Wisdom + 5
    [ ] Mythic Medal of Giant Fireball Explosions: Arcane: Charisma + 5

    During This Scenario: 1-P: DREAD LORD RISING

  • Display Champions of Cohort.
  • To play this scenario, characters must have gained the reward from the Season of the Righteous Adventure Path.
  • The servitor demon is the henchman Favored of Deskari.
  • Banes treat the scenario’s adventure deck number as 10; treat it as 7 for all other purposes.
  • Build the blessings deck with only 15 cards. When you would acquire a blessing, put it on the bottom of the blessings deck instead. If you
    cannot advance the blessings deck, you do not fail the scenario; instead, bury a card from your discard pile, your hand, and your deck.
  • Add the Mythic trait to banes that have the Veteran trait; the difficulty of checks against them is increased by 1d20.
  • To win the scenario, defeat and corner Pazuzu.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Gift of Shamira displayed: While displayed, you may add 1d20 and the Fire trait to your check to defeat a monster and ignore immunity to Fire for that check; then draw 1d10+1 cards and banish this card.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Worm Demon
    Monster C

    Traits
    Outsider
    Undead
    Demon

    Check
    Combat
    10

    Powers
    The Worm Demon is immune to the Electricity and Poison traits.
    If undefeated, bury an ally from your hand or your discard pile.

    Monster 2
    Spoiler:
    Dominion Scientist
    Monster 3

    Traits
    Aberration
    Sorcerer

    Check
    Combat
    21
    OR
    Knowledge
    15

    Powers
    Before you act, each character is dealt 2 Force damage; for each card discarded due to this damage, the difficulty of checks against the Dominion Scientist is increased by 1. Succeed at an Arcane or Divine 12 check or you may not play spells that have the Attack trait.

    Monster 3
    Spoiler:
    Mad Knight
    Monster 1

    Traits
    Human
    Cavalier
    Veteran

    Check
    Combat
    13

    Powers
    The difficult of the check to defeat is increased by the scenario's adventure deck number.
    Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
    If defeated, draw a random blessing that has the Corrupted trait from the box.

    Monster 4
    Spoiler:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

    Powers
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Monster 5
    Spoiler:
    Filth Demon
    Monster 4

    Traits
    Demon
    Curse

    Check
    Combat
    22

    Powers
    The Filth Demon is immune to the Acid, Electricity, and Poison traits. If you succeed at an Intelligence or Knowledge 14 check, or if the check to defeat has the Fire or Force trait, add 5 to the check to defeat.
    Before you act, succeed at a Dexterity or Acrobatics 14 check or the Filth Demon deals 1d4 Acid damage to you.
    If undefeated, display this card next to your deck. While displayed, at the start of your turn, succeed at a Constitution or Fortitude 12 check or banish the Filth Demon; otherwise, bury the top card of your deck.

    Random Barriers:
    Barrier 1
    Spoiler:
    Death of Righteousness
    Barrier 2

    Traits
    Trap
    Mental
    Magic

    Check
    Wisdom
    12
    OR
    Knowledge
    10

    Powers
    Each character at your location encounters this barrier.
    If a character does not defeat this barrier, she discards a number of cards from her deck equal to her hand size, and she may not play cards or use powers against this barrier until the end of the turn.
    After you act, banish this barrier.

    Barrier 2
    Spoiler:
    Magic Ray Fusillade
    Barrier 5

    Traits
    Trap
    Magic
    Arcane

    Check
    Arcane
    Acrobatics
    Stealth
    18

    Powers
    If undefeated, a random character at your location is dealt 1d4-1 Fire damage, then 1d4-1 Cold damage, then 1d4-1 Fire damage, then 1d4-1 Force damage, then 1d4-1 Fire damage.

    Barrier 3
    Spoiler:
    Temptation of Sorcery
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Draw 3 spells from the box; if the adventure deck number is 5 or higher, instead draw 3 non-Basic, non-Elite spells from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish a card that has the Magic trait from your hand or discard pile. Otherwise, the barrier is defeated.
    After you act, banish this barrier.

    Barrier 4
    Spoiler:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

    Powers
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Barrier 5
    Spoiler:
    Glimmer of Hope
    Barrier 3

    Traits
    Temptation

    Check
    None
    0

    Powers
    Display this card next to the scenario; the barrier is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, before you advance the blessings deck, you may bury a random card from your deck; you may banish that card to not advance the blessings deck this turn. Then shuffle your deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Blackaxe
    Weapon 4

    Traits
    Axe
    Melee
    Slashing
    2-Handed
    Magic
    Corrupted
    Veteran

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, recharge this card to use your Strength or Melee skill + 1d12 plus the scenario's adventure deck number. If proficient with weapons, you may additionally discard this card to add your Strength die and the Acid trait. If the bane has the Plant or Vermin trait, add an additional 1d12. If this card has the Corrupted trait, after the encounter, roll 1d8; on a 1, banish this card, then summon and encounter the henchman Fiendish Tree.

    Weapon 2
    Spoiler:
    Marksman's Bow
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic
    Veteran

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill plus your Strength die plus the scenario's adventure deck number; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, discard this card to add your Strength die to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Vorpal Blade
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Magic
    Mythic

    Check
    Strength
    Melee
    17

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+5; you may additionally expend a mythic charge to add another 1d20 and the Force trait. If not proficient with weapons, the difficulty of this check is increased by 4. If any d20 rolled on this check is a 20, you succeed at the check.

    Weapon 4
    Spoiler:
    Master's Lash
    Weapon 6

    Traits
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    Dexterity
    16

    Powers
    For your combat check, reveal this card to use your Strength, Melee, or Dexterity skill + 1d6+5; you may additionally discard this card to add another 3d6+3 and the Poison trait; ignore the bane's immunities on this check.
    Reveal this card to add 1d4 to an Arcane or Divine check to defeat a monster by a character at your location.

    Weapon 5
    Spoiler:
    Planar Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally recharge this card to add another 1d8. If the bane has the Outsider trait, ignore the bane's immunities.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character another location. If the bane has the Outsider trait, ignore the bane's immunities.

    Random Spells:
    Spell 1
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

    Powers
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Divine Blaze
    Spell 4

    Traits
    Magic
    Divine
    Attack
    Fire

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. If the bane has the Undead trait, add 1d8.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Ice Strike
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    10
    OR
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 12 or Divine 14 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Form of the Dragon
    Spell 6

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    15

    Powers
    Display this card and choose Acid, Cold, Electricity, Fire, or Poison. While displayed, reduce damage of the chosen type dealt to you to 0, and for your combat check, you may discard a card and use your Constitution or Charisma skill + 4d6+4 and the chosen trait.
    At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Spell 5
    Spoiler:
    Cape of Wasps
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Display this card. While displayed, reduce Combat damage dealt to you by 1d4; add 1d6 and the Poison trait to combat checks by characters at your location. At the end of your turn, you may move. Then if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 12 check. If you succeed, recharge this card; if you fail, discard it.

    Random Armors:
    Armor 1
    Spoiler:
    Black Dragonhide Breastplate
    Armor 4

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    9

    Powers
    Reveal this card to reduce Acid or Combat damage dealt to you by 2, or damage dealt to you by a bane that has the Dragon trait by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Immolation Cloak
    Armor 6

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Intelligence
    Arcane
    12

    Powers
    Reveal this card to reduce Fire damage dealt to you to 0.
    Recharge this card to add 1d8 for each of your mythic charges and the Fire trait to any combat check by a character at your location; you are dealt 1 Fire damage.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

    Armor 3
    Spoiler:
    Spiked Plate
    Armor 3

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Reveal this card to add 1 and the Piercing trait to your Melee combat check. You may play another armor on this check.
    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 proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Bastion of the Inheritor
    Armor 5

    Traits
    Shield
    Offhand
    Magic
    Divine
    Iomedae
    Mythic

    Check
    Constitution
    Fortitude
    10

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by an amount equal to your number of mythic charges; you may also recharge a card that has the Iomedae trait to reduce all damage by that amount. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 5
    Spoiler:
    Mantle of Faith
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    15

    Powers
    Reveal this card to reduce Combat damage dealt to you by the number of blessings in your discard pile.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Tome of Physical Might
    Item 4

    Traits
    Book
    Magic

    Check
    Strength
    Dexterity
    Constitution
    13

    Powers
    Remove this card from the game to gain a Strength, Dexterity, or Constitution skill feat. After playing this card, you may succeed at a Knowledge 30 check to banish this card instead of removing it from the game.

    Item 2
    Spoiler:
    Belt of Charging
    Item 4

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    11

    Powers
    If this is your first combat check of the turn, reveal this card to add 1d8 to your Strength or Melee check. After playing this card, if proficient with light armors, you may recharge this card and draw a card.

    Item 3
    Spoiler:
    Demon Hunter's Handbook
    Item B

    Traits
    Book
    Veteran

    Check
    Intelligence
    Knowledge
    9

    Powers
    Recharge this card to add 1d4 plus the bane's adventure deck number to your check against a bane that has the Cultist or Demon trait. After playing this card, you may succeed at an Intelligence or Knowledge check with a difficulty of 5 plus twice the bane's adventure deck number to reveal this card instead of recharging it.

    Item 4
    Spoiler:
    Book of the Damned
    Item 5

    Traits
    Book
    Magic
    Divine
    Corrupted

    Check
    Banish a blessing
    0

    Powers
    Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.
    After playing this card, you may banish a loot to discard this card instead of banishing it.

    Item 5
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Random Allies:
    Ally 1
    Spoiler:
    Druid of the Flame
    Ally 1

    Traits
    Human
    Druid
    Veteran

    Check
    Survival
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Discard this card to ignore a bane's immunity to the Fire trait until the end of the encounter.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Fire trait; add 2 plus the scenario's adventure deck number and the Fire trait to your combat checks.

    Ally 2
    Spoiler:
    Kimroth Otai
    Ally 1

    Traits
    Human
    Fighter

    Check
    Charisma
    Diplomacy
    7

    Powers
    Recharge this card and another ally to draw a card.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire boons.

    Ally 3
    Spoiler:
    Wolf
    Ally 2

    Traits
    Animal

    Check
    Wisdom
    Survival
    8

    Powers
    Recharge this card to examine the top card of your location deck.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Unfettered Imp
    Ally 3

    Traits
    Outsider
    Devil
    Temptation

    Check
    Intelligence
    Charisma
    Arcane
    7

    Powers
    During your check, if the top card of the blessings discard pile has the Corrupted trait, reveal this card and discard a card to add that blessing to your hand an immediately play it.
    Reveal this card and discard a card that has the Corrupted trait to explore your location.

    Ally 5
    Spoiler:
    Mastiff
    Ally C

    Traits
    Animal

    Check
    Wisdom
    Survival
    5
    OR
    Charisma
    Diplomacy
    7

    Powers
    You may not play this card during an encounter.
    Display this card to draw 2 cards. At the end of the turn, discard this card.
    Discard this card to explore your location.

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

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 4
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Blessing 5
    Spoiler:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Turn: 15 Qualzar Furryface/yamasaki

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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


    Blessings Remaining: 2
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 16 Reepazo)
    Spoiler:
    Blessing of the Inheritor
    Blessing 6

    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

    Blessings Deck Card 2 (Turn 17 Reta)
    Spoiler:
    Blessing of the Starsong
    Blessing 3

    Traits
    Divine
    Desna

    Check
    Charisma
    7
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to a check.
    During any character's check, bury this card to allow that character to reroll the dice; use the new result.
    Discard this card to explore your location.
    If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.

    Celestial Beacon
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Gate of the Worldwound
    At This Location: Begin the scenario with this side up. When you encounter a bane that has the Demon trait, recharge a card and flip this card.
    When Closing: This side of this location is always open. Expend 1d4 mythic charges to flip this card.
    When Permanently Closed: This location is never permanently closed.
    M:1 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Tup

    Gate of the Worldwound Card 1:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Gate of the Worldwound Card 2:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Gate of the Worldwound Card 3:
    Commander's Field Plate
    Armor 2

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    8

    Powers
    When another character at your location would encounter a monster on your turn, you may discard this card to encounter that monster instead.
    Recharge this card to reduce Combat damage dealt to you by 4.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, you may recharge this card when you reset your hand.

    Gate of the Worldwound Card 4:
    Spite Demon
    Monster 3

    Traits
    Outsider
    Demon

    Check
    Combat
    22

    Powers
    The Spite Demon is immune to the Electricity and Poison traits.
    Before you act, roll 1d6. On an odd result, a character at your location summons and encounters this adventure's servitor demon.

    Gate of the Worldwound Card 5:
    Maze Tapestry
    Barrier 5

    Traits
    Obstacle
    Magic

    Check
    Wisdom
    Perception
    Survival
    15

    Powers
    If undefeated, summon and build the location Maze and move to it. Then roll 1d20; if the result is greater than the scenario's adventure deck number plus the number of characters, this barrier is defeated; otherwise, it is undefeated.

    Gate of the Worldwound Card 6:
    Deal with a Demon
    Barrier 5

    Traits
    Temptation
    Demon

    Check
    None
    0

    Powers
    Display this barrier next to the scenario; it is defeated. If another barrier is next to the scenario, banish 1 of them.
    While displayed, each time a character encounters a henchman or villain, you may roll 1d12. On an odd result, the difficulty of checks to defeat the card is increased by that amount; on an even result, add that amount to your checks to defeat.

    Gate of the Worldwound Card 7:
    Groaning Gate
    Barrier 5

    Traits
    Obstacle
    Magic
    Mythic

    Check
    Knowledge
    Arcane
    Divine
    19
    OR
    Disable
    16

    Powers
    If defeated, you may examine the top card of your location; if it is your turn, you may explore your location.
    If undefeated, each character at this and 1 other random occupied location is dealt 2d4+1 Mental damage which may not be reduced.

    Eagle Rock
    At This Location: All monsters gain the Demon trait and are immune to the Electricity and Poison traits.
    When Closing: Summon and defeat this adventure's servitor demon.
    When Permanently Closed: No effect.
    M:4 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1

    Eagle Rock Card 1 - Locust Demon:
    Locust Demon
    Monster 3

    Traits
    Outsider
    Demon
    Vermin

    Check
    Combat
    23

    Powers
    The Locust Demon is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or if your check has the Force trait, add 5 to your checks against it.
    Before you act, each character at your location must succeed at a Wisdom 9 check or discard the top card of her deck.
    If undefeated, discard the top card of your deck.

    Eagle Rock Card 2:
    Corruption Demon
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    25

    Powers
    The Corruption Demon is immune to the Electricity, Mental, and Poison traits.
    Before you act, succeed at an Intelligence or Knowledge 14 check or summon and build the location Middle of Nowhere and move there.
    If undefeated, display this card next to your deck. While displayed, your Intelligence, Wisdom, and Charisma dice are each d4. At the start of your turn, you may bury 1d4 cards to banish this card.

    Eagle Rock Card 3:
    Wolverine
    Ally 1

    Traits
    Animal
    Veteran

    Check
    Wisdom
    Survival
    8

    Powers
    If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result.
    Discard this card to explore your location. During this exploration, add 1d6 to your Stealth checks.

    Eagle Rock Card 4:
    Heavy Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed

    Check
    Dexterity
    Ranged
    7

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

    Eagle Rock Card 5:
    Corrupted Soldier
    Henchman Monster B

    Traits
    Human
    Soldier
    Veteran

    Check
    Combat
    9
    OR
    Charisma
    Diplomacy
    6

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

    Eagle Rock Card 6:
    Manual of War
    Item 1

    Traits
    Book

    Check
    Melee
    Ranged
    8

    Powers
    Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

    Eagle Rock Card 7:
    Apocalypse Demon
    Monster 6

    Traits
    Outsider
    Demon
    Mythic

    Check
    Combat
    27
    THEN
    Combat
    30

    Powers
    The Apocalypse Demon is immune to the Electricity and Poison traits.
    Before you act, if your location has the Abyssal trait, each other character at that location must succeed at a Wisdom 13 check or summon and build the location Middle of Nowhere and move there.
    If you evade the Apocalypse Demon, put it on top of its location deck and end your turn.

    Eagle Rock Card 8:
    Blessing of Ascension
    Blessing B

    Traits
    Divine
    Mythic
    Basic

    Check
    Charisma
    6
    OR
    Divine
    5

    Powers
    If you encounter this card and you have a mythic charge, you automatically acquire it.
    Discard this card to add 1 die to any check.
    Discard this card to explore your location.
    Discard this card to get a mythic charge.

    Eagle Rock Card 9:
    Xenarth
    Monster 5

    Traits
    Outsider
    Demon

    Check
    Combat
    24

    Powers
    The Xenarth is immune to the Electricity and Poison traits.
    Before you act, the Xenarth deals 2 Acid damage to each character at your location.
    If undefeated, the Xenarth deals 2 Poison damage to you.
    If defeated, and there are 4 or more cards in its location deck, shuffle the Xenarth into its location deck.

    Eagle Rock Card 10:
    Demonic Horde
    Barrier C

    Traits
    Skirmish
    Demon

    Check
    None
    0

    Powers
    Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

    Eagle Rock Card 11:
    Spirit Blade
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    9

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add another 2d4 and the Force trait. If a monster has an effect that increases the difficulty of the check, ignore that effect.
    When playing another weapon or spell, you may discard this card to add 1d4+1 and the Force trait to your combat check.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Notes: Create Mindscape, Safety Bubble displayed
    Pazuzu!

    Watchtower Card 1:
    Worldwound Grub
    Monster 6

    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

    Powers
    The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
    If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
    After you act, each character at your location is dealt 2d4 Force damage.

    Watchtower Card 2:
    Pazuzu
    Villain Monster 7

    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.

    Paradise Hill
    At This Location: At the start of your turn, if you have fewer than 2 mythic charges, get a mythic charge.
    When Closing: Expend a mythic charge.
    When Permanently Closed: On closing, draw a random non-Basic ally from the box.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Reta,

    Paradise Hill Card 1:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.

    Canyon
    At This Location: At the end of your turn, shuffle each location deck.
    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: Qualzar
    Notes:

    Great Hall
    At This Location: When you encounter a henchman or villain, before you act, summon and encounter this adventure's servitor demon.
    When Closing: Succeed at a Wisdom or Perception check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
    M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
    Located here: Reepazo, Poog,

    Great Hall Card 1:
    Incubus
    Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    15

    Powers
    The Incubus is immune to the Electricity and Poison traits. If you succeed at an Intelligence or Knowledge 11 check, or your check has the Force trait, add 5 to your checks to defeat the Incubus.
    Before you act, another character at your location summons and encounters this adventure's servitor demon.
    In undefeated, banish an ally that does not have the Animal trait.

    Great Hall Card 2:
    Spiritwalk Armor
    Armor 5

    Traits
    Light Armor
    Magic
    Mythic

    Check
    Constitution
    Fortitude
    Stealth
    11

    Powers
    Reveal this card and expend a mythic charge to evade a monster you encounter or to succeed at your Stealth check.
    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 proficient with light armors, bury it instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Great Hall Card 3:
    Elemental Bombardment
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Mythic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill and add 1d6+1 for each of your mythic charges and either the Bludgeoning, Cold, Electricity or Fire trait. If you fail that check against a monster, it is undefeated and deals 0 damage.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Great Hall Card 4:
    Keen Scythe +2
    Weapon 5

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+2; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 6.

    Great Hall Card 5:
    Nectar of the Gods
    Item B

    Traits
    Liquid
    Mythic

    Check
    Wisdom
    Divine
    9

    Powers
    Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
    Banish this card and choose a character at your location to get a mythic charge.

    Great Hall Card 6:
    Pazuzu's Host
    Henchman Barrier 7

    Traits
    Army
    Skirmish
    Demon
    Mythic

    Check
    Acrobatics
    Arcane
    Fortitude
    Knowledge
    Perception
    Ranged
    25

    Powers
    Pazuzu's Host is immune to the Electricity and Poison traits.
    Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 50 check. If any character fails both checks, the barrier is undefeated; otherwise, it is defeated.
    If undefeated, each character is dealt 2d4 Electricity damage, then search this henchman's location deck for boons; banish all blessings and replace any other boons with random monsters from the game box. Shuffle this henchman into a random open location.
    If defeated, you may immediately close the location this henchman came from.


  • Spreadsheet Mustached Gnomblin Sorcerer 6

    The hour is Iomedae and Q moves to Eagle Rock. He Dominates the Locust Demon there (evaded) to giving him a Blessing of Ascension.

    Q then discards his sling and stole, and sits and waits.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Amulet of the Abyss, Sign of Wrath, Blessing of Ascencion (ncd), Blessing of Iomedae 1, Armor of Skulls, Blessing of Nocticula, Blessing of Iomedae 2,

    Displayed:
    Deck: 12 Discard: 5 Buried: 0
    Notes:
    Mythic Charges: 6 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d6 [ ] +1 [ ] +2
    DEXTERITY d6 [ ] +1 [ ] +2
    CONSTITUTION d4 [ ]+1
    INTELLIGENCE d10 [x] +1 [x] +2 [x] +3
    Knowledge: Intelligence +2
    WISDOM d6 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: None
    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([x] +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 may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [x] You automatically succeed at your check to recharge a spell ([ ] or an item that has the Magic trait).
    [x] When you would take damage before you act, you may discard ([x] or recharge) a card to reduce that damage to 0.
    [x] Add 2 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
    [ ] You gain the skill Stealth: Charisma +2.

    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    "Tup big friend to the horses. He not good leader. Reepazo threaten pokey horse with horsechopper!"

    Reepazo flips BoInheritor

    Blessing of the Inheritor:

    Blessing 6
    Traits
    Divine
    Iomedae

    Check
    Charisma
    12
    OR
    Divine
    9

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to add 3 dice to any check against a bane that has the Demon trait.
    During a character's turn, discard this card to allow that character to explore her location.
    If the top card of the blessings discard pile has the Iomedae trait, shuffle that card into a random character's deck.

    Reepazo gives BoZarongel to Poog

    Move to Watchtower and find worldwound grub

    Worldwound Grub:

    Monster 6
    Traits
    Demon
    Vermin
    Mythic

    Check
    Combat
    28
    THEN
    Combat
    30

    Powers
    The Worldwound Grub may not be evaded. It is immune to the Electricity and Poison traits.
    If undefeated, display this card next to your deck; while displayed, you encounter this card as your first exploration each turn.
    After you act, each character at your location is dealt 2d4 Force damage.

    Display Clinging Venom
    Use Blancher which invokes vermin trait, draw extra card (talisman of true faith). Use talisman of true faith for +3 die
    Worldwound Grub DC 30 combat: 1d12 + 4 + 2d6 + 4 + 1d6 + 3d12 ⇒ (11) + 4 + (4, 4) + 4 + (1) + (6, 2, 4) = 40 first check done

    Draw Divine Blaze and BoAbraxas2 from bug form. use both on next check. Also draw Armor of the Sands from bug form.

    Check invokes Vermin trait, Draw boAbaraxas1.
    Worldwound Grub DC 30 combat: 1d8 + 13 + 3d8 + 2d8 ⇒ (4) + 13 + (3, 8, 2) + (4, 7) = 41 defeated
    auto recharge divine blaze

    Damage: 2d4 - 1d4 ⇒ (2, 4) - (3) = 3 discard Blacher, Cloudburst, Armor of Sands

    Discard Poog to explore and encounter Villain

    TEMP CLOSES

    Reepazo squished some bugs and wrote:

    Hand: BoAbraxas 1, BoAchaekek,

    Deck: 9 Discard: 9 Buried: 0, Displayed: Holy Javelin, BotDemonQueen, Clinging Venom,
    Notes:
    Bugform Active: Y, Mythic Charges: 7, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +7 [X]+8 [X]+9 [X]+10 [X]+11
    Divine: Wisdom +2
    CHARISMA d6 +7 []+8 []+9
    Survival: Charisma +3

    Favored Card: Spell
    Hand Size 4 [X]5 [X]6
    Light Armors, Weapons
    Powers:
    When you encounter a card, you may display a boon that has the Divine trait( [X] 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 CON/DEX checks. ( [X] After any of your checks, you may draw any of these cards.) 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 ( [X] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
    [X] You may recharge a card to reduce Poison ( [X] or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
    [] You may ignore bane's immunity to the Poison trait.

    "Mythic Path: Mythic Hierophant
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

    Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

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

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


    Spreadsheet Mustached Gnomblin Sorcerer 6

    Q flexes his fingers and confronts the Favored of Deskari. Combat 35 using Sign of Wrath, mythic charge, and Blessing of Ascension: 1d20 + 1d10 + 6 + 3d8 + 10 ⇒ (4) + (4) + 6 + (8, 1, 5) + 10 = 38 Success! Rerolling 1d20 + 1d10 + 6 + 3d8 + 10 ⇒ (20) + (3) + 6 + (7, 2, 2) + 10 = 50 Favored of Deskari defeated; Eagle Rock temp closed.

    Qualzar, Mesmerist and Mythic Archmage wrote:

    Hand: Amulet of the Abyss, Blessing of Iomedae 1, Armor of Skulls, Blessing of Nocticula, Blessing of Iomedae 2,

    Displayed:
    Deck: 13 Discard: 6 Buried: 0
    Notes:
    Mythic Charges: 5 Die Bumps: 1 Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d6 [ ] +1 [ ] +2
    DEXTERITY d6 [ ] +1 [ ] +2
    CONSTITUTION d4 [ ]+1
    INTELLIGENCE d10 [x] +1 [x] +2 [x] +3
    Knowledge: Intelligence +2
    WISDOM d6 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    CHARISMA d10 [x] +1 [x] +2 [x] +3 [x] +4
    Arcane: Charisma +2

    Favored Card: Spell
    Hand Size 6 [x] 7 [ ] 8
    Proficient with: None
    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([x] +1) ([x] +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 may put it on top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [x] You automatically succeed at your check to recharge a spell ([ ] or an item that has the Magic trait).
    [x] When you would take damage before you act, you may discard ([x] or recharge) a card to reduce that damage to 0.
    [x] Add 2 ([x] 4) to your check to acquire an ally or to defeat a summoned monster.
    [ ] You gain the skill Stealth: Charisma +2.

    Add your number of mythic charges to your Intelligence or Charisma check. Then you may expend 1 or more charges. If you do, ignore a bane's immunities on this check, and when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20.
    Expend 5 mythic charges to examine all the cards in a location, character, or blessing deck; you may shuffle that deck.


    Rest of Temp closes are auto-, so next step BYA everyone

    BYA everyone, Reepazo uses BoAchaekek on self. She uses BoAbraxas on Poog unless anyone else really needs it.

    BYA DC 23 wis: 3d8 + 13 + 1d4 ⇒ (3, 1, 6) + 13 + (2) = 25 After check I draw BotDemonQueen and Clinging Venom

    Pazuzu:

    Villain Monster 7
    Traits
    Deity
    Outsider
    Demon
    Aristocrat
    Mythic

    Check
    Combat
    50
    THEN
    Combat
    60
    THEN
    Combat
    70

    Powers
    Pazuzu is immune to the Cold, Electricity, Mental and Poison traits.
    Before you act, each character must attempt a Constitution, Fortitude or Wisdom 23 check. Each character that fails expends 1d4+1 mythic charges and buries 1d4+1 cards from his discard pile, hand, and deck.
    If a check to defeat does not have the Mythic trait, the difficulty is increased by 10.
    If undefeated, expend your mythic charges and banish your mythic path card.


    Reta's Hand Greatest Leader Ever!!

    Fortitude 23: 1d8 + 2 ⇒ (5) + 2 = 7
    Failed
    Mythic charges: 1d4 + 1 ⇒ (3) + 1 = 4
    Buried cards: 1d4 + 1 ⇒ (3) + 1 = 4


    Poog guards the Great Hall, like a boss. Wis 12: 1d10 + 3 + 6 ⇒ (3) + 3 + 6 = 12

    Poog laughs in Pazuzu's face, like a mythic boss. Wis 23: 1d20 + 3 + 6 + 1d20 ⇒ (4) + 3 + 6 + (3) = 16 A lucky mythic boss with a reroll. Wis 23: 1d20 + 13 ⇒ (11) + 13 = 24 Good enough.


    Forgot to take my mythic charge from worldwound grub.

    Reepazo used BoAbraxas on Poog's check actually so heals 2 cards, ended up being BoAbraxas and reformarium servant.

    Not sure if Q or Tup will pass the BYA and have resources left so just going to finish this off.

    Reepazo squished some bugs and wrote:

    Hand: BotDemonQueen, Clinging Venom,

    Deck: 11 Discard: 9 Buried: 0, Displayed: Holy Javelin,
    Notes:
    Bugform Active: Y, Mythic Charges: 8, Shirt Reroll Available: Y

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +8 [X]+9 [X]+10 [X]+11 [X]+12
    Divine: Wisdom +2
    CHARISMA d6 +8 []+9 []+10
    Survival: Charisma +3

    Favored Card: Spell
    Hand Size 4 [X]5 [X]6
    Light Armors, Weapons
    Powers:
    When you encounter a card, you may display a boon that has the Divine trait( [X] 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 CON/DEX checks. ( [X] After any of your checks, you may draw any of these cards.) 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 ( [X] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
    [X] You may recharge a card to reduce Poison ( [X] or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
    [X] You may ignore bane's immunity to the Poison trait.

    "Mythic Path: Mythic Hierophant
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

    Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

    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

    Reepazo uses clinging venom (power feat ignores immunity) and BotDemonQueen (3d8). She has no cards in hand so nothing to discard for using BotDemonQueen. Reepazo uses Gift of Shamira to add 1d20 and fire trait. She discards 1d10 + 1 ⇒ (10) + 1 = 11 from deck which is exactly how many she has. She asks Poog to Use BoZarongel (3d8). now has 1d8+14+1d8+1d4+3d8+1d20+3d8. Then burn 8 mythic charges which replace her 8d8
    Pazuzu DC 60/70/80 combat: 9d20 + 14 + 1d4 ⇒ (20, 5, 4, 18, 7, 3, 20, 15, 1) + 14 + (2) = 109 Shirt reroll on the "1" d20
    Pazuzu DC 60/70/80 combat: 1d20 + 108 ⇒ (11) + 108 = 119 She uses the result for subsequent checks. Defeated.
    Clinging Venom recharge auto-succeed. shuffle 1 card from discard into deck from mythic charges. draw a weapon from box for closing location. Blackaxe acquired.

    Reepazo squished some bugs and wrote:

    Hand: Blackaxe (Acquired),

    Deck: 2 Discard: 20 Buried: 0, Displayed: Holy Javelin,
    Notes:
    Bugform Active: Y, Mythic Charges: 1, Shirt Reroll Available: N

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1
    DEXTERITY d8 [X]+1[X]+2 [X]+3 []+4
    Melee: Dexterity +1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d8 +1 [X]+2 [X]+3 [X]+4 [X]+5
    Divine: Wisdom +2
    CHARISMA d6 +1 []+2 []+3
    Survival: Charisma +3

    Favored Card: Spell
    Hand Size 4 [X]5 [X]6
    Light Armors, Weapons
    Powers:
    When you encounter a card, you may display a boon that has the Divine trait( [X] 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 CON/DEX checks. ( [X] After any of your checks, you may draw any of these cards.) 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 ( [X] and before the roll, you may draw a card). ( []If you do, add an additional 1d6.)
    [X] You may recharge a card to reduce Poison ( [X] or Acid or Cold) damage dealt to you ( []or to a character at your location) to 0. ( [] then you may draw a card).
    [X] You may ignore bane's immunity to the Poison trait.

    "Mythic Path: Mythic Hierophant
    Add your number of mythic charges to your Wisdom or Charisma check. Then you may expend 1 or more charges. If you do, when you assemble your dice, for each charge expended, replace 1 of your highest non-d20 dice with a d20, and after the check, a character at your location may shuffle 1 card from her discard pile into her deck.
    Expend 5 mythic charges to allow a dead character to shuffle 10 of his buried cards at random into hisi character deck and draw a new hand. That character is no longer dead. "

    Don't chew your bettles, kids, or you won't get to feel them crawl back up your esophagus!

    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

    "See? Reepazo best leader. Who wants to celebrate over bug gut stew? We have very tasty Worldwound grub, a delicacy!"

    WE WIN. and i'm too sick and tired for better flavor, sorry! :(


    Reta's Hand Greatest Leader Ever!!

    You have all helped to bring forth a glorious kingdom ruled by Reta consisting of both the sides of the World Wound. You should all be proud of yourselves. Then you should all bring tribute to Reta, your queen!

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