[ACG] Season of the Runelords (Inactive)

Game Master MorkXII

Turn Order:
Lirianne/yamasaki
Seoni/Merisal The Risen
Reta/Redelia
Kyra/redeux
Raz/Chris
Acquired Loot:

Sihedron Medallion
Spoiler:
Sihedron Medallion
Loot Item 1

Traits
Accessory
Magic
Sihedron

Check

Powers
Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle (One time use remaining: Liranne, Seoni, Reta, Kyra, Raz)
Spoiler:
Holy Candle
Item B

Traits
Object
Magic
Divine

Check
Wisdom
Divine
10

Powers
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Medusa Mask
Spoiler:
Medusa Mask
Loot Item 2

Traits
Accessory
Magic

Check

Powers
When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Impaler of Thorns
Spoiler:
Impaler of Thorns
Loot Weapon 2

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn. 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.


Snakeskin Tunic
Spoiler:
Snakeskin Tunic
Loot Armor 2

Traits
Light Armor
Magic

Check

Powers
Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison 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.


Wand of Enervation
Spoiler:
Wand of Enervation
Loot Item 3

Traits
Wand
Magic
Arcane

Check

Powers
Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Mokmurian's Club
Loot Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:

Loot Item 4

Traits
Clothing
Magic

Check

Powers
Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Fanged Falchion
Loot Weapon 5

Traits
Sword
Melee
Slashing
Magic

Check

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


Emerald Codex
Spoiler:
Emerald Codex
Loot Item 4

Traits
Book
Magic

Check

Powers
Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Staff of Hungry Shadows
Loot Item 5

Traits
Staff
Magic

Check

Powers
When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile.
Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Morgiv
Ally 6

Traits
Enshrouded

Check
Charisma
Diplomacy
13

Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Summoned Henchmen:

Bandit
Spoiler:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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


Goblin Raider
Spoiler:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Poison Trap
Spoiler:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

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


Ancient Skeleton
Spoiler:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Wrathful Sinspawn
Henchman Monster 1

Traits
Aberration

Check
Combat
9

Powers
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Skinsaw Cultist
Spoiler:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Scarecrow Golem
Spoiler:
Scarecrow Golem
Henchman Monster 2

Traits
Construct
Golem

Check
Combat
12

Powers
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Charmed Faceless Stalker
Henchman Monster 2

Traits
Aberration

Check
Combat
11

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; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


The Sandpoint Devil
Spoiler:
The Sandpoint Devil
Villain Monster 1

Traits
Outsider

Check
Combat
20
THEN
Combat
20

Powers
After the encounter, banish The Sandpoint Devil.



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Kyra will take no upgrades. Little she needs from this list and other people need them more


Reta will take just ally 2. (So sad, taking Spotol out of deck)

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

If we are going to five players I will pass on the spell upgrade


If Seoni passes on spell upgrade due to 5 players then i will take the spell 1 and swap out cure for Augury.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Augury is the better spell with 4 players is a solid argument with illuminate only working for 40pc of players not 50 it becomes an even more questionable upgrade.


2-2D: THE IDOL OF SYCORIUS
Occupying a small campus just north of Usher’s Hall, several grandiose structures house the histories, findings, and private collections of some of the city’s most esteemed citizens. These buildings are the Founder’s Archive and Museum of Ages. In an attempt to elevate the city-state beyond a jumped-up trading post, the local government has done much to encourage education and the arts. The majority of governmental funds contributed to city-wide enlightenment go toward these two structures’ maintenance.

Of particular note in the Museum of Ages itself are three of its permanent displays: the ancient Eye of Rakzhan (a magically petrified cyclops eye from a remote island in the Shackles), the Gemstone Regalia of King Chadris Porphyria III (held on public display here, much to Korvosa’s disdain), and the Lions of Siv (two matching lions, one of red marble and the other of black). Esteemed scholar of Varisian history Doctor Ernst Landis curates the Museum of Ages.

Tonight, you protect his collection. The mysterious idol of the devil-god Sycorius has been donated by local Pathfinder Society leader Sheila Heidmarch, after a group of adventurers freed a barbarian from its clutches. Doctor Landis expects that the Cult of the Crimson Eye will want it back. So Heidmarch, fresh from being saved from faceless stalkers by your efforts, has volunteered your services to protect the museum. If it gets you upgraded from the rattletrap inns of Dockway, a night at the museum is an easy thing to part with.

That is, if the cultists stay home. Otherwise, you’ll be lucky if any of the items on display are left standing when morning comes.

VILLAIN: None
HENCHMEN:
Lyrie Akenja
Skinsaw Cultists

DURING THIS SCENARIO:
Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.


During This Adventure:

During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

Turn: 1 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Erastil

Top Blessing:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Reta)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 12 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 13 Lirianne)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 14 Seoni)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 15 Reta)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 16 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 17 Lirianne)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 8 (Turn 18 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 9 (Turn 19 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 110 Kyra)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 11 (Turn 111 Lirianne)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 112 Seoni)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 113 Reta)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 14 (Turn 114 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 115 Lirianne)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 116 Seoni)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 117 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 18 (Turn 118 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 119 Lirianne)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 120 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 121 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 22 (Turn 122 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 123 Lirianne)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 124 Seoni)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 25 (Turn 125 Reta)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 26 (Turn 126 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 27 (Turn 127 Lirianne)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 28 (Turn 128 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 29 (Turn 129 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scenario Deck Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

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

Scenario Deck Card 2:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Scenario Deck Card 3:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

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

Scenario Deck Card 4:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Scenario Deck Card 5:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Scenario Deck Card 7:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Scenario Deck Card 8:
Mystic Inscription
Barrier B

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Scenario Deck Card 9:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

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

Scenario Deck Card 10:
Goblin Dog
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.

Scenario Deck Card 11:
Zombie
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.

Scenario Deck Card 12:
Lyrie Akenja
Henchman Monster 1

Traits
Human
Wizard

Check
Combat
9

Powers
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.

Scenario Deck Card 13:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 14:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

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

Scenario Deck Card 15:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Scenario Deck Card 16:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 17:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Scenario Deck Card 18:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

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

Scenario Deck Card 19:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 20:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 21:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scenario Deck Card 22:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Scenario Deck Card 23:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

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

Scenario Deck Card 24:
Zombie
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.

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room Card 1:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room Card 3:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Throne Room Card 4:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Throne Room Card 5:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Throne Room Card 6:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 2
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room 2 Card 1:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

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

Throne Room 2 Card 2:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

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

Throne Room 2 Card 3:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

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

Throne Room 2 Card 4:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Throne Room 2 Card 5:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

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

Throne Room 2 Card 6:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

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

Throne Room 3
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room 3 Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room 3 Card 2:
Speed
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Throne Room 3 Card 3:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Throne Room 3 Card 4:
Light Crossbow +1
Weapon 2

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

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

Throne Room 3 Card 5:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room 3 Card 6:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Throne Room 4
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room 4 Card 1:
War Razor +1
Weapon 2

Traits
Knife
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room 4 Card 2:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room 4 Card 3:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Throne Room 4 Card 4:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

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

Throne Room 4 Card 5:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Throne Room 4 Card 6:
Amulet of Life
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.

Throne Room 5
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room 5 Card 1:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

Throne Room 5 Card 2:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Throne Room 5 Card 3:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room 5 Card 4:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Throne Room 5 Card 5:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room 5 Card 6:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Throne Room 6
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0

Throne Room 6 Card 1:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

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

Throne Room 6 Card 2:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Throne Room 6 Card 3:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Throne Room 6 Card 4:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

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

Throne Room 6 Card 5:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 6 Card 6:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

I will start in throne room 1

My start hand is

Seoni wrote:

Hand: Apprentice, Ivory dice, Token of Remembrance, Blessing of Pharasma B, Sihedron medallion, Blessing of the gods 2,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Recharge a blessing if useful ask if discard

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 [X]+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [] 7

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

The Night starts with a horde of skeletons attacking

EDiT that is everyone at an open location encounters an ancient skeleton

Seoni blasts hers with some ivory dice

arcane blast 8: 1d12 + 1d6 + 1 + 4 ⇒ (11) + (4) + 1 + 4 = 20 discarding ivory dice

ends turn and resets hand

Seoni wrote:

Hand: Apprentice, Blessing of Iomedae 2, Token of Remembrance, Blessing of Pharasma B, Sihedron medallion, Blessing of the gods 2,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Use good omen and blessings for closing locations. Recharge a blessing if useful

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 [X]+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [] 7

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Posting Lirianne's opening hand below.

Lirianne wrote:

Hand: Emerald of Dexterity, Double-Barreled Musket, Rosie Cusswell, Spyglass, Buckler Gun,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d4 []+1
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)


Kyra will start at a throne room by herself. Here is her starting hand:

Kyra wrote:

Hand: Flaming Scimitar+1, BotDawnflower, Elven Chain Shirt, Find Traps, BoCaydenCailean 3,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: use blessings as needed.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)

For the Skeleton from Seoni's turn: Kyra uses her Flaming Scimitar.
Ancient Skeleton DC 11 combat: 1d10 + 1d6 + 7 ⇒ (4) + (3) + 7 = 14 banished
The skeleton was resistant to the slashing motion, but the magic infused sword sliced clean through anyway.

(still reta's turn)


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne sees the Ancient Skeleton; she uses her Double-Barreled Musket against it.

Combat 11: 1d10 + 3 + 2d4 ⇒ (10) + 3 + (4, 3) = 20 Skeleton disposed. Checks for bullets Ammo Out 1-2: 1d12 ⇒ 9 Still good.

Silver Crusade RPG Superstar 2014 Top 16

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starting hand:

Reta wrote:

Hand: Ivory Dice, Blessing of the Gobs 1, Blessing of Hadregash, Xoff, Force Shortbow +1, Dogslicer,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Ivory Dice: evens for success

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.

Reta takes throne room 2.

skeleton, with magic bow:
1d10 + 4 + 1d6 + 1 ⇒ (10) + 4 + (3) + 1 = 18

Reta's enemy is a goblin warchanter.
wis, with BotGobs: 2d6 ⇒ (1, 1) = 2

Pthhht, can't use weapons, so uses Blessing of Hadregash.
str, blessing: 2d8 ⇒ (2, 3) = 5
discards three cards (ivory dice, xoff, and dogslicer)

Draws up and ends turn.

Reta wrote:

Hand: Doghide Armor, Blessing of Lamashtu, Rotgut, Emerald of Dexterity, Force Shortbow +1, Hand Cannon,

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: Ivory Dice: evens for success

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1

Hand Size 5 [] 6
Light Armors Weapons
Powers:
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 ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.


During This Adventure:

During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

Turn: 3 Kyra/redeux

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 31 Lirianne)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 32 Seoni)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 33 Reta)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 34 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 35 Lirianne)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 36 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 7 (Turn 37 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 38 Kyra)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 9 (Turn 39 Lirianne)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 310 Seoni)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 311 Reta)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 12 (Turn 312 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 313 Lirianne)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 314 Seoni)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 315 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 316 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 17 (Turn 317 Lirianne)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 18 (Turn 318 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 319 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 320 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 321 Lirianne)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 322 Seoni)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 23 (Turn 323 Reta)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 324 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 25 (Turn 325 Lirianne)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 26 (Turn 326 Seoni)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 27 (Turn 327 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scenario Deck Card 1:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 2:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Scenario Deck Card 3:
Zombie
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.

Scenario Deck Card 4:
Mystic Inscription
Barrier B

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Scenario Deck Card 5:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 6:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Scenario Deck Card 7:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Scenario Deck Card 8:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Scenario Deck Card 9:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scenario Deck Card 10:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

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

Scenario Deck Card 11:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 12:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

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

Scenario Deck Card 13:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

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

Scenario Deck Card 14:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Scenario Deck Card 15:
Lyrie Akenja
Henchman Monster 1

Traits
Human
Wizard

Check
Combat
9

Powers
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.

Scenario Deck Card 16:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 17:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

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

Scenario Deck Card 18:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Scenario Deck Card 19:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

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

Scenario Deck Card 20:
Goblin Dog
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.

Scenario Deck Card 21:
Zombie
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.

Scenario Deck Card 22:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Scenario Deck Card 23:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
Located here: Seoni

Throne Room Card 1:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room Card 3:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Throne Room Card 4:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Throne Room Card 5:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Throne Room Card 6:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 2
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Reta

Throne Room 2 Card 1:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

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

Throne Room 2 Card 2:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

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

Throne Room 2 Card 3:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Throne Room 2 Card 4:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

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

Throne Room 2 Card 5:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

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

Throne Room 3
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
Located here: Lirianne

Throne Room 3 Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room 3 Card 2:
Speed
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Throne Room 3 Card 3:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Throne Room 3 Card 4:
Light Crossbow +1
Weapon 2

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

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

Throne Room 3 Card 5:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room 3 Card 6:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Throne Room 4
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
Located here: Kyra

Throne Room 4 Card 1:
War Razor +1
Weapon 2

Traits
Knife
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Throne Room 4 Card 2:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room 4 Card 3:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Throne Room 4 Card 4:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

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

Throne Room 4 Card 5:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Throne Room 4 Card 6:
Amulet of Life
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.

Throne Room 5
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0

Throne Room 5 Card 1:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Throne Room 5 Card 2:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room 5 Card 3:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Throne Room 5 Card 4:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room 5 Card 5:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Throne Room 6
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0

Throne Room 6 Card 1:
Bastard Sword +1
Weapon 1

Traits
Sword
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
9

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

Throne Room 6 Card 2:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Throne Room 6 Card 3:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

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

Throne Room 6 Card 4:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 6 Card 5:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.


Kyra starts at Throne Room 4. She explores and encounters a Skinsaw Cultist. She attacks with her Flaming Scimitar.
Skinsaw Cultist DC 11 combat: 1d10 + 1d6 + 7 ⇒ (1) + (1) + 7 = 9 Reveal Elven Chain Shirt. Discard BoCC3. GM-top card of blessing deck is shuffled into either my location deck or the robber deck
The Skinsaw Cultist gets the best of her by evading her sword and attacking her. She was able to fend it off, but it will come back another time.

Kyra discards BotDawnflower to explore again: 1d23 ⇒ 19. She encounters a Shadow. She attacks with her Flaming Scimitar.
Shadow DC 13: 1d10 + 1d6 + 7 ⇒ (1) + (3) + 7 = 11 no blessings to discard first. Reveal Elven Chain Shirt. Discard Find Traps.
Kyra lost a bit of confidence from her earlier encounter and she failed to swing as hard as she could. The shadow resists her attack and she suffers damage.

reset hand and end turn.

ugh...those 1's...

Kyra wrote:

Hand: Flaming Scimitar+1, Augury, Elven Chain Shirt, BoSarenrae, Cook,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: use blessings as needed.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)


During This Adventure:

During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

Turn: 4 Lirianne/yamasaki

Top of Blessing Discard Pile: Blessing of Erastil

Top Blessing:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 41 Seoni)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 42 Reta)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 43 Kyra)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 44 Lirianne)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 45 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 46 Reta)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 7 (Turn 47 Kyra)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 48 Lirianne)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 49 Seoni)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 10 (Turn 410 Reta)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 411 Kyra)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 412 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 413 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 414 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 15 (Turn 415 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 416 Lirianne)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 17 (Turn 417 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 18 (Turn 418 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 419 Kyra)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 20 (Turn 420 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 21 (Turn 421 Seoni)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 422 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 423 Kyra)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 424 Lirianne)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 25 (Turn 425 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Scenario Deck Card 1:
Lyrie Akenja
Henchman Monster 1

Traits
Human
Wizard

Check
Combat
9

Powers
Before the encounter, Lyrie Akenja deals 1d4-1 Fire damage to you.
If defeated, you may immediately attempt to close your location.

Scenario Deck Card 2:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

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

Scenario Deck Card 3:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Scenario Deck Card 4:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 5:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 6:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Scenario Deck Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Scenario Deck Card 8:
Yeth Hound
Monster 1

Traits
Outsider
Elite

Check
Combat
9

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

Scenario Deck Card 9:
Mystic Inscription
Barrier B

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Scenario Deck Card 10:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 11:
Zombie
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.

Scenario Deck Card 12:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 13:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

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

Scenario Deck Card 14:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Scenario Deck Card 15:
Plague Zombie
Monster B

Traits
Undead
Elite

Check
Combat
11

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

Scenario Deck Card 16:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

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

Scenario Deck Card 17:
Goblin Dog
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.

Scenario Deck Card 18:
Zombie
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.

Scenario Deck Card 19:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

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

Scenario Deck Card 20:
Goblin Warchanter
Monster 1

Traits
Goblin
Bard
Elite

Check
Combat
8

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

Scenario Deck Card 21:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Scenario Deck Card 22:
Shadow
Monster B

Traits
Undead
Incorporeal

Check
Combat
13

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

Scenario Deck Card 23:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
Located here: Seoni

Throne Room Card 1:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room Card 2:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room Card 3:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

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

Throne Room Card 4:
Sling
Weapon B

Traits
Sling
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Throne Room Card 5:
Longbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Throne Room Card 6:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 2
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
Located here: Reta

Throne Room 2 Card 1:
Boots of Elvenkind
Item B

Traits
Clothing
Magic

Check
Dexterity
Acrobatics
5

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

Throne Room 2 Card 2:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

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

Throne Room 2 Card 3:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Throne Room 2 Card 4:
Sleep
Spell B

Traits
Magic
Arcane
Attack
Mental
Basic

Check
Intelligence
Arcane
4

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

Throne Room 2 Card 5:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

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

Throne Room 3
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
Located here: Lirianne

Throne Room 3 Card 1:
Leather Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

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

Throne Room 3 Card 2:
Speed
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Throne Room 3 Card 3:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

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

Throne Room 3 Card 4:
Light Crossbow +1
Weapon 2

Traits
Bow
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

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

Throne Room 3 Card 5:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Throne Room 3 Card 6:
Holy Water
Item B

Traits
Liquid
Magic
Divine
Basic

Check
Wisdom
Divine
8

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

Throne Room 4
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:0
Located here: Kyra

Throne Room 4 Card 1:
Thieve's Tools
Item B

Traits
Tool
Basic

Check
Dexterity
Disable
4

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

Throne Room 4 Card 2:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
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.

Throne Room 4 Card 3:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

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

Throne Room 4 Card 4:
Longbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
9

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

Throne Room 4 Card 5:
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.

Throne Room 5
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0

Throne Room 5 Card 1:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Throne Room 5 Card 2:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Throne Room 5 Card 3:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

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

Throne Room 6
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0

Throne Room 6 Card 1:
Force Missile
Spell B

Traits
Magic
Arcane
Attack
Force
Basic

Check
Intelligence
Arcane
4

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

Throne Room 6 Card 2:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

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

Throne Room 6 Card 3:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.


That was a rough turn... :(
Just so it's clear, this is what happened to the decks there:

  • TR #4, 5, and 6 lost a card when Kyra took damage from the Skinsaw Cultist.
  • The top card of the blessings deck got shuffed into TR #4 when the Skinsaw Cultist was undefeated.
  • TR #4, 5, and 6 lost another card when Kyra took damage from the Shadow.
  • Then the Robber Deck was shuffled.


  • Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    Lirianne flips Blessing of Erastil and encounters Lyrie Akenja. She deals Fire Damage: 1d4 - 1 ⇒ (1) - 1 = 0 to Lirianne (lucky!). She peeks at top deck -- Blessing of Alkenstar (recharged). Lirianne unloads her Double-Barreled Musket.

    Combat 9: 1d10 + 3 + 2d4 ⇒ (2) + 3 + (4, 2) = 11 Drops dead. Ammo Out 1-2: 1d12 ⇒ 3 Still good. She asks Rosie Cusswell to explore. A Pit Trap! She uses her Spyglass to add 1d6 to her check.

    Perception 7: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (3) = 6 Not enough! GM, I will use a Die Bump to make it a 7.

    Having seen the trap in time, she explores again and finds a Goblin Snake. Lirianne uses the Emerald of Dexterity. Constitution 6: 1d10 ⇒ 3 The stench overwhelms her. She peeks at top deck -- Shock Musket +1 (draw). She unloads her Double-Barreled Musket on it. Combat 9: 1d10 + 3 + 2d4 ⇒ (1) + 3 + (3, 4) = 11 Dead! Checks for ammo Ammo Out 1-2: 1d12 ⇒ 3 Still good. She draws Blessing of Erastil and ends her turn.

    Lirianne wrote:

    Hand: Shock Musket +1, Double-Barreled Musket, Blessing of Erastil, Spyglass, Buckler Gun,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1
    DEXTERITY d10 [x]+1 []+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [x]+1 []+2 []+3
    Craft: Intelligence +1
    WISDOM d8 []+1 []+2 []+3
    Perception: Wisdom +2
    CHARISMA d6 []+1 []+2

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)


    I'm not going to post a whole big update, since the only change is that the first 3 cards in the Scenario Deck have been cleared. The next card to be encountered is Card #4.

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni flips blessing of Erastil and explores

    She finds a skinsaw cultist

    She discards a token to activate her arcane bolt and the apprentice recharges

    arcane bolt 11: 1d12 + 2d6 + 1 + 4 ⇒ (7) + (1, 5) + 1 + 4 = 18

    Ends turn and resets hand

    Seoni wrote:

    Hand: Blessing of Iomedae 1, Blessing of Iomedae 2, Good omen, Blessing of Pharasma B, Sihedron medallion, Blessing of the gods 2,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes: Recharge a blessing if useful. Ask to discard answer probably yes

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 []+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 []+1 []+2
    CHARISMA d12 [X]+1 [X]+2 []+3 []+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [] 7

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

    Yay a spell.will be my next discard for force bolt power


    Turn: 6 Reta/Redelia

    Top of Blessing Discard Pile: Blessing of Iomedae

    Top Blessing:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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


    Blessings Remaining: 23
    Scenario Deck Cards Remaining: 19
    Next Scenario Deck Card: Card #5


    Reta finds a skinsaw cultist.
    She shoots her bow at it.
    1d10 + 4 + 1d6 + 1 ⇒ (3) + 4 + (3) + 1 = 11

    Reta buries the dogslicer from her discard pile to explore again.
    She finds a collapsed ceiling barrier.
    dex: 1d10 + 2 ⇒ (10) + 2 = 12

    She defeats the barrier and ends her turn.

    Reta wrote:

    Hand: Doghide Armor, Blessing of Lamashtu, Rotgut, Emerald of Dexterity, Force Shortbow +1, Hand Cannon,

    Displayed:
    Deck: 5 Discard: 4 Buried: 1
    Notes: Ivory Dice: evens for success

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1 []+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    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 ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.


    Turn: 7 Kyra/redeux

    Top of Blessing Discard Pile: Blessing of Lamashtu

    Top Blessing:
    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: 22
    Scenario Deck Cards Remaining: 17
    Next Scenario Deck Card: Card #7


    Kyra uses her power feat to heal self. reveal augury
    Heal self: 1d4 + 1 ⇒ (3) + 1 = 4 entire discard (2 blessing+find traps) is healed. Then discards Augury for heal.

    Kyra discards BoSarenrae to explore and finds a Skeleton. She uses her scimitar.
    Skeleton DC 11 combat: 1d10 + 1d6 + 7 ⇒ (6) + (4) + 7 = 17 banished

    Kyra then uses her cook to explore and encounters a Yeth Hound
    BYA DC 6 wis: 1d10 + 2 ⇒ (8) + 2 = 10 success, difficulty not increased until EOT (end ot turn)
    She attacks with her scimitar
    Yeth Hound DC 9 combat: 1d10 + 1d6 + 7 ⇒ (9) + (6) + 7 = 22 banished

    Kyra resets hand and ends turn.

    next card is #9.

    Kyra wrote:

    Hand: Flaming Scimitar+1, BoGorum, Elven Chain Shirt, BotDawnflower, Cure,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Notes: use blessings as needed.
    BotDawnflower:
    same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

    Skills and Powers:
    SKILLS

    STRENGTH d10 []+1 []+2 []+3 []+4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 [x]+2 []+3 []+4
    Divine: Wisdom +2
    Survival: Wisdom +1
    CHARISMA d6 []+1 []+2

    Hand Size 5
    Light Armors Heavy Armors [X]Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)


    Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    Lirianne flips Blessing of Pharasma and discards Spyglass to peek at the next two cards. Mystic Inscription and Skinsaw Cultist. She flips their positions so that Seoni can decipher the Mystic Inscription instead and Lirianne can dispose of the monster.

    Lirianne encounters the Skinsaw Cultist and uses Seoni's Blessing of Pharasma for the check with Shock Musket +1.

    Combat 11: 3d10 + 4 ⇒ (4, 5, 7) + 4 = 20 Skinsaw Cultist disposed! Ammo Out 1-2: 1d12 ⇒ 5 Still good. She draws Blessing of the Gods and ends her turn.

    Lirianne wrote:

    Hand: Shock Musket +1, Double-Barreled Musket, Blessing of Erastil, Blessing of the Gods, Buckler Gun,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: Blessings of the Gods and Erastil at yout disposal.

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1
    DEXTERITY d10 [x]+1 []+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [x]+1 []+2 []+3
    Craft: Intelligence +1
    WISDOM d8 []+1 []+2 []+3
    Perception: Wisdom +2
    CHARISMA d6 []+1 []+2

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)


    Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    It's been pointed out that I can't use Spyglass to flip cards in the Robber deck, so I will bring Spyglass back to my hand and discard Blessing of Erastil to encounter the Mystic Inscription.

    Lirianne sees the writing and tries to decipher it. She uses Seoni's blessing to help with the check.

    Intelligence 10: 2d8 + 1 ⇒ (7, 3) + 1 = 11 Exact-o! Not really; edited to add +1 since I have that skill feat upgrade. GM, I need Random Spells: 1d4 ⇒ 4 Discards all those spells.

    Lirianne wrote:

    Hand: Shock Musket +1, Double-Barreled Musket, Blessing of the Gods, Spyglass, Buckler Gun,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: Blessing of the Gods at your disposal.

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1
    DEXTERITY d10 [x]+1 []+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [x]+1 []+2 []+3
    Craft: Intelligence +1
    WISDOM d8 []+1 []+2 []+3
    Perception: Wisdom +2
    CHARISMA d6 []+1 []+2

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)


    During This Adventure:

    During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

    For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

    To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

    Turn: 9 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 91 Reta)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 2 (Turn 92 Kyra)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 93 Lirianne)
    Spoiler:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 94 Seoni)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 5 (Turn 95 Reta)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 96 Kyra)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 97 Lirianne)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 98 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 99 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 910 Kyra)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 911 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 912 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 13 (Turn 913 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 914 Kyra)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 915 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 916 Seoni)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 917 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 18 (Turn 918 Kyra)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 919 Lirianne)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 20 (Turn 920 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Scenario Deck Card 1:
    Zombie
    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.

    Scenario Deck Card 2:
    Skinsaw Cultist
    Henchman Monster 2

    Traits
    Human
    Cultist

    Check
    Combat
    11

    Powers
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.

    Scenario Deck Card 3:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

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

    Scenario Deck Card 4:
    Skinsaw Cultist
    Henchman Monster 2

    Traits
    Human
    Cultist

    Check
    Combat
    11

    Powers
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.

    Scenario Deck Card 5:
    Plague Zombie
    Monster B

    Traits
    Undead
    Elite

    Check
    Combat
    11

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

    Scenario Deck Card 6:
    Rat Swarm
    Monster B

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    8

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

    Scenario Deck Card 7:
    Goblin Dog
    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.

    Scenario Deck Card 8:
    Zombie
    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.

    Scenario Deck Card 9:
    Scout
    Monster B

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    8

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

    Scenario Deck Card 10:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

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

    Scenario Deck Card 11:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Scenario Deck Card 12:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

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

    Scenario Deck Card 13:
    Warlord
    Monster B

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    9

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

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Seoni

    Throne Room Card 1:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room Card 3:
    Luckstone
    Item B

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    5

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

    Throne Room Card 4:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 5:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 6:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 2
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
    Located here: Reta

    Throne Room 2 Card 1:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Throne Room 2 Card 2:
    Spiked Chain
    Weapon B

    Traits
    Chain
    Melee
    Piercing
    Finesse

    Check
    Strength
    Melee
    8

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

    Throne Room 2 Card 3:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Throne Room 2 Card 4:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 2 Card 5:
    Magic Chain Mail
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    3

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

    Throne Room 3
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Lirianne

    Throne Room 3 Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room 3 Card 2:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Throne Room 3 Card 3:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Throne Room 3 Card 4:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Throne Room 3 Card 5:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Throne Room 3 Card 6:
    Holy Water
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    8

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

    Throne Room 4
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:0
    Located here: Kyra

    Throne Room 4 Card 1:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

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

    Throne Room 4 Card 2:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room 4 Card 3:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Throne Room 4 Card 4:
    Longbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Throne Room 4 Card 5:
    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.

    Throne Room 5
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0

    Throne Room 5 Card 1:
    Half-Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Throne Room 5 Card 2:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Throne Room 5 Card 3:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Throne Room 6
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0

    Throne Room 6 Card 1:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 6 Card 2:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 6 Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.


    Spell 1:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Spell 2:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3:
    Consecration
    Spell 2

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    8

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

    Spell 4:
    Consecration Yep, two of them
    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.

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni recharges blessing of Pharasma and discards blessing of Iomedae on Liriannes turn

    Starts her turn with Blessing of the gods as the blessing deck

    explores and finds a zombie

    discards good omen to blast it

    arcane blast: 1d12 + 1d6 + 5 ⇒ (6) + (6) + 5 = 17

    ends turn and resets hand

    Seoni wrote:

    Hand: Frost Ray, Blessing of Iomedae 2, Lightning Touch, Menagerie keeper, Sihedron medallion, Blessing of the gods 2,

    Displayed:
    Deck: 6 Discard: 4 Buried: 0
    Notes: Recharge a blessing if useful. Ask to discard answer probably yes

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 []+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 []+1 []+2
    CHARISMA d12 [X]+1 [X]+2 []+3 []+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [] 7

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


    Reta finds a skinsaw cultist.

    1d10 + 4 + 1d6 + 1 ⇒ (10) + 4 + (6) + 1 = 21

    Then Reta buries Xoff from her discard pile to explore again.
    She finds a Falling Bell trap.
    perception: 1d6 + 3 ⇒ (3) + 3 = 6
    Nope.
    Then she tries to evade the trap.
    1d10 ⇒ 5

    damage: 1d4 + 1 ⇒ (3) + 1 = 4

    Buries doghide armor to reduce all damage to 0.
    Draws up, drawing blessing of the gobs.

    Reta wrote:

    Hand: Blessing of the Gobs 2, Blessing of Lamashtu, Rotgut, Emerald of Dexterity, Force Shortbow +1, Hand Cannon,

    Displayed:
    Deck: 4 Discard: 3 Buried: 3
    Notes: Ivory Dice: evens for success

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1 []+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    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 ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.


    Kyra explores and encounters a Skinsaw Cultist (#4). She attacks with her sword.
    Skinsaw Cultist DC 11 combat: 1d10 + 1d6 + 7 ⇒ (4) + (2) + 7 = 13 banished
    She remembered her last encounter with a cultist and made sure to swing true. There was still a bit of hesitation in her blow, but it was enough.

    She discards BotDawnflower to explore again and encounters a Plague Zombie (#5)
    Plague Zombie DC 11 combat: 1d10 + 1d6 + 7 ⇒ (7) + (5) + 7 = 19 banished
    Her sword slices clean through the zombies head. She stabbed it a few times more for good measure.

    She discards BoGorum to explore again and encounters a Rat Swarm (#6)
    Rat Swarm DC 8: 1d10 + 1d6 + 7 ⇒ (8) + (5) + 7 = 20 defeated by more than 4--banished
    She unleashes a fury of sword strikes against the rodents and mercilessly defeats them.

    Kyra uses cure on self
    Cure self: 1d4 + 1 ⇒ (3) + 1 = 4 random cards shuffled from discard into deck. Augury, Cook, BoSarenrae, BoGorum healed. BotDawnflower remains in discard.
    Cure recharge DC 8 divine: 1d10 + 4 ⇒ (5) + 4 = 9 recharged

    Kyra resets hand and ends turn

    card #7 next

    Kyra wrote:

    Hand: Flaming Scimitar+1, Pearl of Wisdom, Elven Chain Shirt, BoCaydenCailean 1, Magic Half-Plate,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: use blessings as needed.
    BotDawnflower:
    same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

    Skills and Powers:
    SKILLS

    STRENGTH d10 []+1 []+2 []+3 []+4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 [x]+2 []+3 []+4
    Divine: Wisdom +2
    Survival: Wisdom +1
    CHARISMA d6 []+1 []+2

    Hand Size 5
    Light Armors Heavy Armors [X]Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)


    Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    Lirianne flips Blessing of Irori and continues the Robber deck run. A mangy Goblin Dog! Lirianne unloads her Double-Barreled Musket on it.

    Combat 9: 1d10 + 3 + 2d4 ⇒ (10) + 3 + (3, 3) = 19 Checks for ammo Ammo Out 1-2: 1d12 ⇒ 3. Ends her turn.

    Lirianne wrote:

    Hand: Shock Musket +1, Double-Barreled Musket, Blessing of the Gods, Spyglass, Buckler Gun,

    Displayed:
    Deck: 10 Discard: 6 Buried: 0
    Notes: Blessing of the Gods at your disposal.

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1
    DEXTERITY d10 [x]+1 []+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [x]+1 []+2 []+3
    Craft: Intelligence +1
    WISDOM d8 []+1 []+2 []+3
    Perception: Wisdom +2
    CHARISMA d6 []+1 []+2

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)

    Card #8 next.


    During This Adventure:

    During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

    For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

    To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

    Turn: 13 Seoni/Merisal The Risen

    Top of Blessing Discard Pile: Blessing of Lamashtu

    Top Blessing:
    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: 16
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 131 Reta)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 132 Kyra)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 133 Lirianne)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 134 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 135 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 136 Kyra)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 137 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 138 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 9 (Turn 139 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 1310 Kyra)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 1311 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 1312 Seoni)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 13 (Turn 1313 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 1314 Kyra)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 1315 Lirianne)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 16 (Turn 1316 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Scenario Deck Card 1:
    Zombie
    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.

    Scenario Deck Card 2:
    Scout
    Monster B

    Traits
    Human
    Ranger
    Veteran

    Check
    Combat
    8

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

    Scenario Deck Card 3:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

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

    Scenario Deck Card 4:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Scenario Deck Card 5:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

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

    Scenario Deck Card 6:
    Warlord
    Monster B

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    9

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

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Seoni

    Throne Room Card 1:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room Card 3:
    Luckstone
    Item B

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    5

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

    Throne Room Card 4:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 5:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 6:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 2
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
    Located here: Reta

    Throne Room 2 Card 1:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Throne Room 2 Card 2:
    Spiked Chain
    Weapon B

    Traits
    Chain
    Melee
    Piercing
    Finesse

    Check
    Strength
    Melee
    8

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

    Throne Room 2 Card 3:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Throne Room 2 Card 4:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 2 Card 5:
    Magic Chain Mail
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    3

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

    Throne Room 3
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Lirianne

    Throne Room 3 Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room 3 Card 2:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Throne Room 3 Card 3:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Throne Room 3 Card 4:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Throne Room 3 Card 5:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Throne Room 3 Card 6:
    Holy Water
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    8

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

    Throne Room 4
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:0
    Located here: Kyra

    Throne Room 4 Card 1:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

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

    Throne Room 4 Card 2:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room 4 Card 3:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Throne Room 4 Card 4:
    Longbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Throne Room 4 Card 5:
    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.

    Throne Room 5
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0

    Throne Room 5 Card 1:
    Half-Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Throne Room 5 Card 2:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Throne Room 5 Card 3:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Throne Room 6
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0

    Throne Room 6 Card 1:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 6 Card 2:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 6 Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni explores and encounters a zombie

    lightning touch 9: 1d12 + 2d4 + 4 ⇒ (5) + (1, 4) + 4 = 14

    lightning touch recharge 6: 1d12 + 4 ⇒ (5) + 4 = 9

    She blasts the zombie with lightning and recharges the spell discards menagerie keeper to explore again and encounters a scout

    Scout shoots first damage: 1d4 - 1 ⇒ (4) - 1 = 3

    sihedron medallion recharge9: 1d12 + 4 ⇒ (4) + 4 = 8

    frost ray 8: 2d12 + 2d6 + 4 ⇒ (6, 4) + (6, 4) + 4 = 24 discards blessing of Iomedae as we don’t want to fight that shoot first damage again

    Frost ray recharge 8: 1d12 + 4 ⇒ (6) + 4 = 10

    Resets hand draws surgeon at start of Reta’s turn reveals surgeon to shuffle in a blessing of Iomedae into her deck and recharge surgeon

    Seoni wrote:

    Hand: Toad, Blessing of the gods 1, Blessing of Pharasma 1, Apprentice, Blessing of the gods 2,

    Displayed:
    Deck: 5 Discard: 6 Buried: 0
    Notes: Recharge a blessing if useful. Ask to discard answer probably yes

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 []+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 []+1 []+2
    CHARISMA d12 [X]+1 [X]+2 []+3 []+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [] 7

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


    Spreadsheet. Desired cards (in order): blessing 6-4, weapon 6, armor 6-5

    Dotting for updates.


    Reta runs into a goblin warchanter.

    She uses her emerald of dexterity (recharged) on the wisdom check, and a BotGobs.

    2d10 ⇒ (5, 5) = 10

    Then she shoots her magic shortbow at him.
    1d10 + 4 + 1d6 + 1 ⇒ (5) + 4 + (3) + 1 = 13

    Draws up and ends turn.

    Reta wrote:

    Hand: Dogslicer +1, Blessing of Lamashtu, Hand Cannon, Rotgut, Force Shortbow +1, Flaming Scimitar +1,

    Displayed:
    Deck: 3 Discard: 4 Buried: 3
    Notes: Ivory Dice: evens for success

    Skills and Powers:
    SKILLS

    STRENGTH d8 []+1 []+2 []+3
    DEXTERITY d10 [x]+1 [x]+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d6 []+1
    WISDOM d6 []+1 []+2 []+3
    Perception: Wisdom +3
    CHARISMA d4 []+1

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    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 ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.


    Kyra moves to TR2 and heals Reta discard BoCaydenCailean 1
    heal reta: 1d4 + 1 ⇒ (4) + 1 = 5 random cards shuffled into deck from discard.

    reset hand and end turn

    Kyra wrote:

    Hand: Flaming Scimitar+1, Pearl of Wisdom, Elven Chain Shirt, Augury, Magic Half-Plate,

    Displayed:
    Deck: 9 Discard: 2 Buried: 0
    Notes: no blessings
    BotDawnflower:
    same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

    Skills and Powers:
    SKILLS

    STRENGTH d10 []+1 []+2 []+3 []+4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 [x]+2 []+3 []+4
    Divine: Wisdom +2
    Survival: Wisdom +1
    CHARISMA d6 []+1 []+2

    Hand Size 5
    Light Armors Heavy Armors [X]Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)


    During This Adventure:

    During This Scenario: Using the deck list from the Throne Room, make a number of Throne Room locations equal to the number of characters plus 2. When building locations, set aside the henchmen, monsters, and barriers, then shuffle them into a robber deck.

    For your exploration, draw and encounter the top card of the robber deck as if it came from your location deck; henchmen defeated during this scenario do not allow you to attempt to close the location they came from. If this card is undefeated or evaded, shuffle it back into the robber deck.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location automatically closes.

    To win the scenario, defeat all of the cards in the robber deck while at least 1 location is open.

    Turn: 16 Lirianne/yamasaki

    Top of Blessing Discard Pile: Blessing of Sarenrae

    Top Blessing:
    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: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 161 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 2 (Turn 162 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 3 (Turn 163 Kyra)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 164 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 165 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 6 (Turn 166 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 7 (Turn 167 Kyra)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 168 Lirianne)
    Spoiler:
    Blessing of Abadar
    Blessing 2

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 169 Seoni)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 10 (Turn 1610 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 11 (Turn 1611 Kyra)
    Spoiler:
    Blessing of Torag
    Blessing B

    Traits
    Divine
    Torag

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 1612 Lirianne)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 13 (Turn 1613 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Scenario Deck Card 1:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Scenario Deck Card 2:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

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

    Scenario Deck Card 3:
    Warlord
    Monster B

    Traits
    Human
    Fighter
    Veteran

    Check
    Combat
    9

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

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Seoni

    Throne Room Card 1:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room Card 2:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room Card 3:
    Luckstone
    Item B

    Traits
    Object
    Magic

    Check
    Wisdom
    Survival
    5

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

    Throne Room Card 4:
    Sling
    Weapon B

    Traits
    Sling
    Ranged
    Bludgeoning
    Basic

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 5:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

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

    Throne Room Card 6:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 2
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:0
    Located here: Reta,Kyra

    Throne Room 2 Card 1:
    Boots of Elvenkind
    Item B

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Acrobatics
    5

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

    Throne Room 2 Card 2:
    Spiked Chain
    Weapon B

    Traits
    Chain
    Melee
    Piercing
    Finesse

    Check
    Strength
    Melee
    8

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

    Throne Room 2 Card 3:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Throne Room 2 Card 4:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 2 Card 5:
    Magic Chain Mail
    Armor B

    Traits
    Heavy Armor
    Magic
    Elite

    Check
    Constitution
    Fortitude
    3

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

    Throne Room 3
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:0
    Located here: Lirianne

    Throne Room 3 Card 1:
    Leather Armor
    Armor B

    Traits
    Light Armor
    Basic

    Check
    Constitution
    Fortitude
    2

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

    Throne Room 3 Card 2:
    Speed
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have the Arcane or Divine skill, banish this card.
    Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Throne Room 3 Card 3:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Throne Room 3 Card 4:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

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

    Throne Room 3 Card 5:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Throne Room 3 Card 6:
    Holy Water
    Item B

    Traits
    Liquid
    Magic
    Divine
    Basic

    Check
    Wisdom
    Divine
    8

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

    Throne Room 4
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:0

    Throne Room 4 Card 1:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

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

    Throne Room 4 Card 2:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room 4 Card 3:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Throne Room 4 Card 4:
    Longbow +1
    Weapon 1

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    9

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

    Throne Room 4 Card 5:
    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.

    Throne Room 5
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:0

    Throne Room 5 Card 1:
    Half-Plate
    Armor B

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

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

    Throne Room 5 Card 2:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Throne Room 5 Card 3:
    Mace
    Weapon B

    Traits
    Mace
    Melee
    Bludgeoning
    Basic

    Check
    Strength
    Melee
    4

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

    Throne Room 6
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:0

    Throne Room 6 Card 1:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Throne Room 6 Card 2:
    Blast Stone
    Item B

    Traits
    Object
    Alchemical
    Basic

    Check
    Intelligence
    Craft
    4

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

    Throne Room 6 Card 3:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.


    Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    Lirianne flips Blessing of Sarenrae and encounters a Skinsaw Ritual. She engages a Skinsaw Cultist (peeks at top deck - Matchlock Hackbut is drawn). She uses her Shock Musket +1.

    Combat 11: 2d10 + 4 ⇒ (9, 9) + 4 = 22 Checks to see if her gun still has bullets Ammo Out 1-2: 1d12 ⇒ 12 Yep.

    She discards Double-Barreled Musket and ends her turn.

    Lirianne wrote:

    Hand: Shock Musket +1, Matchlock Hackbut, Blessing of the Gods, Spyglass, Buckler Gun,

    Displayed:
    Deck: 9 Discard: 7 Buried: 0
    Notes: Blessing of the Gods at your disposal. Can also discard Matchlock to add 1d6 to a combat check.

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1
    DEXTERITY d10 [x]+1 []+2 []+3 []+4
    Ranged: Dexterity +2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 [x]+1 []+2 []+3
    Craft: Intelligence +1
    WISDOM d8 []+1 []+2 []+3
    Perception: Wisdom +2
    CHARISMA d6 []+1 []+2

    Hand Size 5 [] 6
    Light Armors Weapons
    Powers:
    When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
    When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([x] You may then recharge a card that has the Firearm trait from your discard pile.)

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni flips blessing of the gods and encounters a shadow. She discards a blessing of the gods to activate her power and discards blessing of pharasma and recharges apprentice to be sure

    arcane magic force dc13: 3d12 + 2d6 + 5 ⇒ (4, 2, 11) + (3, 6) + 5 = 31

    Resets hand and ends turn

    Seoni wrote:

    Hand: Toad, Blessing of Pharasma B, Frost Ray, Blessing of Iomedae 1, Lightning Touch, Blessing of the gods 2,

    Displayed:
    Deck: 2 Discard: 8 Buried: 0
    Notes: Recharge a blessing if useful. Ask to discard answer probably yes

    Skills and Powers:
    SKILLS

    STRENGTH d4 []+1 []+2
    DEXTERITY d6 []+1 []+2
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d8 []+1 []+2 []+3
    Knowledge: Intelligence +2
    WISDOM d6 []+1 []+2
    CHARISMA d12 [X]+1 [X]+2 []+3 []+4
    Arcane: Charisma +2
    Diplomacy: Charisma +1

    Hand Size 6 [] 7

    Powers:
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
    Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


    Reta finds a warlord to fight. She discards a blessing and uses her magic shortbow. She buries her blessing of lamashtu.

    3d10 + 4 + 1d6 + 1 - 4 ⇒ (1, 2, 9) + 4 + (5) + 1 - 4 = 18

    Yay!

    Grand Lodge

    Seoni Sorceror and acquirer of magic stuff Seoni deck

    Seoni will take blessing 1 adding blessing of Erastil into her deck
    She will take spell as her card upgrade and add in force missile

    revised deck list:

    Blessing of Pharasma 1
    Blessing of the gods 1
    Blessing of Erastil 1
    Blessing of Pharasma B
    Blessing of Iomedae 1
    Good omen
    Lightning Touch
    Frost Ray
    Toad
    Surgeon
    Menagerie keeper
    Apprentice
    Token of Remembrance
    Sihedron medallion
    Ivory dice
    Blessing of Iomedae 2
    Force missile


    Kyra will take spell+1 card feat and fill it with a basic cure.

    She will also take a weapon 2 upgrade from location deck, swapping out her weapon 1 Morningstar+1 for a weapon 2 Greatclub. Other characters can still use the weapon 2 as an upgrade per this scenario's reward.

    new decklist:

    Greatclub+1 Weapon 2
    Flaming Scimitar+1 Weapon 2
    Longsword Weapon B
    Cure 1 Spell B
    Cure 2 Spell B
    Augury Spell 1
    Find Traps Spell B
    Magic Half-Plate Armor B
    Elven Chain Shirt Armor 1
    Pearl of Wisdom Item B
    Cook Ally 2
    BoGorum Blessing 1
    BoSarenrae Blessing B
    BotDawnflower Blessing P
    BoCaydenCailean 1 Blessing B
    BoCaydenCailean 2 Blessing B
    BoCaydenCailean 3 Blessing B

    Kyra wrote:

    Hand:

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Notes: use blessings as needed.
    BotDawnflower:
    same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.

    Skills and Powers:
    SKILLS

    STRENGTH d10 []+1 []+2 []+3 []+4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d6 []+1 []+2
    INTELLIGENCE d6 []+1 []+2
    WISDOM d10 [X]+1 [x]+2 []+3 []+4
    Divine: Wisdom +2
    Survival: Wisdom +1
    CHARISMA d6 []+1 []+2

    Hand Size 5
    Light Armors Heavy Armors [X]Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
    If your combat check has the Sword trait, add 2 ([x] 4) and you may add the Magic trait ([] and/or Fire trait)


    DEVELOPMENT:
    That was quite the fight. The Museum of Ages was invaded by waves of cultists and their allies, laying traps and loosing monsters on the halls. Undoubtedly more of the items in the museum’s collection would have been broken had you not been there.

    At least, that’s the story you tell Doctor Landis. For his part, he is happy the idol of Sycorius didn’t fall into the cultists’ hands. The Cult of the Crimson Eye is a plague upon Varisia. Any advantage they gain is a problem you will have to solve later.

    As the morning arrives, you are pleased to breakfast at the Pathfinder Society in the care of Lady”

    SCENARIO REWARD:
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Medusa Mask. At the end of each scenario, return the loot to the game box.

    Each character may choose a boon from the location decks. Pathfinder Adventure Card Guild characters may use it as a deck upgrade instead of the standard deck upgrade. (Multiple PFSACG characters may choose the same boon.)

    As already mentioned, here are the cards that were actually acquired:
    Spell B Augury
    Spell 2 Consecration
    Spell 2 Consecration
    Spell B Sleep

    So you can pick one of those (as per normal rules), or any one of the cards still left in the location decks (which can be used by multiple characters).

    In addition, everyone gets a Card feat since its the 4th scenario played at Tier 2.

    Here is the card text for the Medusa Mask:

    Medusa Mask:
    Medusa Mask
    Loot Item 2

    Traits
    Accessory
    Magic

    Check

    Powers
    When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.

    Once everyone lets me know which Card feat and deck upgrade they're taking, I'll get the final scenario for Adventure 2 started!


    Reta takes another weapon slot, and takes a weapon 2 upgrade to fill it (javelin of lightning)


    Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

    Lirianne will take +1 weapon card feat and Armor 2 for deck upgrade.


    2-2E: A BAD DAY TO BE GOOD
    I appreciate your help over the last few days,” Lieutenant Kasadei says. “You’ve helped rescue a wealthy wedding party, brought a moment’s peace to the gangs of Underbridge, stopped shapechangers from impersonating our civic leaders, and defended our Museum of Ages against cultists. I wish I could thank you and send you on your way.

    “But what keeps me from bidding you a good day is this: Someone is killing the priests of Sarenrae. The Sarenites are among our most beloved citizens, but it’s not currently safe for them to walk the streets. Already, three of our priests have been slain, their hearts ripped from their bodies. And later, their bodies vanished as well! We think they might have been turned into the walking dead.”

    You lament the tragedy and ask if there are any leads.

    “Just one,” Kasadei says, “and it’s not much of one. There are reports of shambling walkers near the sewers in Underbridge, not far from the Sarenite temple. If these reports are true, we might be able to enter the tunnels through the temple. I’m putting my full complement of watchmen on the case. If you find anything of note, just raise the alarm and my soldiers will hurry by your side with swords raised.”

    That does make the situation a bit better. And you’re feeling pretty confident that you can bring these killers to justice, until Kasadei finishes her thought.

    “There’s just one more thing,” she says. “When you were in Sandpoint, did they ever mention the Sandpoint Devil?”

    VILLAIN:
    Avalexi
    HENCHMEN:
    Zadendi
    Zombie Minions

    DURING THIS SCENARIO:
    When you play a blessing, discard a card; if the blessing you play has the Sarenrae trait, discard 1d6 cards.

    You may banish the top card of the blessings deck to add 1d12 to a check against a bane you encounter.

    Start Player: 1d5 ⇒ 1 = Liranne


    During This Adventure:

    During This Scenario: When you play a blessing, discard a card; if the blessing you play
    has the Sarenrae trait, discard 1d6 cards.
    You may banish the top card of the blessings deck to add 1d12 to
    a check against a bane you encounter.

    Turn: 1 Lirianne/yamasaki

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Seoni)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 12 Reta)
    Spoiler:
    Blessing of Iomedae
    Blessing C

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 13 Kyra)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 4 (Turn 14 Raz)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 5 (Turn 15 Lirianne)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 16 Seoni)
    Spoiler:
    Blessing of Iomedae
    Blessing B

    Traits
    Divine
    Iomedae

    Check
    Charisma
    4
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 17 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 8 (Turn 18 Kyra)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 9 (Turn 19 Raz)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 10 (Turn 110 Lirianne)
    Spoiler:
    Blessing of Calistria
    Blessing B

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 111 Seoni)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 12 (Turn 112 Reta)
    Spoiler:
    Blessing of Irori
    Blessing B

    Traits
    Divine
    Irori

    Check
    Intelligence
    4
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 113 Kyra)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 14 (Turn 114 Raz)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 15 (Turn 115 Lirianne)
    Spoiler:
    Blessing of Shelyn
    Blessing B

    Traits
    Divine
    Shelyn

    Check
    Wisdom
    4
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 116 Seoni)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 117 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 18 (Turn 118 Kyra)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 19 (Turn 119 Raz)
    Spoiler:
    Blessing of Desna
    Blessing B

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 20 (Turn 120 Lirianne)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 121 Seoni)
    Spoiler:
    Blessing of Erastil
    Blessing C

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 22 (Turn 122 Reta)
    Spoiler:
    Blessing of the Gods
    Blessing B

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 23 (Turn 123 Kyra)
    Spoiler:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Blessings Deck Card 24 (Turn 124 Raz)
    Spoiler:
    Blessing of Sarenrae
    Blessing B

    Traits
    Divine
    Sarenrae

    Check
    Constitution
    4
    OR
    Divine
    5

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

    Blessings Deck Card 25 (Turn 125 Lirianne)
    Spoiler:
    Blessing of the Gods
    Blessing C

    Traits
    Divine
    Basic

    Check
    None
    0

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

    Blessings Deck Card 26 (Turn 126 Seoni)
    Spoiler:
    Blessing of Pharasma
    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.

    Blessings Deck Card 27 (Turn 127 Reta)
    Spoiler:
    Blessing of Erastil
    Blessing B

    Traits
    Divine
    Erastil

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 28 (Turn 128 Kyra)
    Spoiler:
    Blessing of Calistria
    Blessing C

    Traits
    Divine
    Calistria

    Check
    Dexterity
    4
    OR
    Divine
    5

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

    Blessings Deck Card 29 (Turn 129 Raz)
    Spoiler:
    Blessing of Lamashtu
    Blessing 1

    Traits
    Divine
    Lamashtu

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Deeper Dungeons
    At This Location: The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1

    Deeper Dungeons Card 1:
    Mystic Inscription
    Barrier C

    Traits
    Cache
    Magic
    Elite

    Check
    Intelligence
    Arcane
    10

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

    Deeper Dungeons Card 2:
    Avalexi
    Villain Monster 2

    Traits
    Outsider
    Demon

    Check
    Combat
    17

    Powers
    When you encounter Avalexi, a character at your location summons and encounters the Sandpoint Devil.

    Avalexi is immune to the Electricity, Fire and Poison traits. Before you act, succeed at an Arcane or Divine 10 check or you may not play spells that have the Attack trait.

    If undefeated, Avalexi deals no damage; instead, bury a blessing, or bury your entire hand if you have no blessings.

    Deeper Dungeons Card 3:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Deeper Dungeons Card 4:
    Longsword
    Weapon B

    Traits
    Sword
    Melee
    Slashing
    Basic

    Check
    Strength
    Melee
    6

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

    Deeper Dungeons Card 5:
    Mercenary
    Monster B

    Traits
    Human
    Warrior
    Vetran

    Check
    Combat
    10

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

    Deeper Dungeons Card 6:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Deeper Dungeons Card 7:
    Plague Zombie
    Monster C

    Traits
    Undead
    Elite

    Check
    Combat
    11

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

    Deeper Dungeons Card 8:
    Mystic Inscription
    Barrier B

    Traits
    Cache
    Magic
    Elite

    Check
    Intelligence
    Arcane
    10

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

    Deeper Dungeons Card 9:
    Ring of Protection
    Item 2

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    5

    Powers
    Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

    Deeper Dungeons Card 10:
    Detect Magic
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    2

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

    Temple
    At This Location: When you move or are moved here, discard a card.
    Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:4 ?:1

    Temple Card 1:
    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.

    Temple Card 2:
    Zadendi
    Henchman Monster 2

    Traits
    Elf
    Slayer

    Check
    Combat
    14

    Powers
    Before you act, a random character at your location is dealt 1 Force damage.

    After you act, if your combat check did not have the Magic trait, Zadendi is undefeated; shuffle her into a random other open location.

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

    Temple Card 3:
    Warhammer
    Weapon B

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

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

    Temple Card 4:
    Sanctuary
    Spell B

    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.

    Temple Card 5:
    Blessing of Desna
    Blessing C

    Traits
    Divine
    Desna

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Temple Card 6:
    Dart
    Weapon B

    Traits
    Dart
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

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

    Temple Card 7:
    Cloak of Elvenkind
    Item 2

    Traits
    Clothing
    Magic

    Check
    Dexterity
    Stealth
    5

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

    Temple Card 8:
    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.

    Temple Card 9:
    Blessing of Gorum
    Blessing B

    Traits
    Divine
    Gorum

    Check
    Strength
    4
    OR
    Divine
    5

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

    Temple Card 10:
    Glibness
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

    Throne Room
    At This Location: At the start of your turn, you may recharge an item to draw a card.
    When Closing: Succeed at a Charisma or Diplomacy 6 check.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:1

    Throne Room Card 1:
    Goblin Warrior
    Monster B

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    9

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

    Throne Room Card 2:
    Zombie Minion
    Henchman Monster 2

    Traits
    Undead
    Zombie

    Check
    Combat
    9

    Powers
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Throne Room Card 3:
    Ghoul
    Monster B

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

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

    Throne Room Card 4:
    Amulet of Life
    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.

    Throne Room Card 5:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

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

    Throne Room Card 6:
    Potion of Gracefulness
    Item 1

    Traits
    Liquid
    Alchemical
    Elite

    Check
    Intelligence
    Craft
    6

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

    Throne Room Card 7:
    Levitate
    Spell B

    Traits
    Magic
    Arcane
    Basic

    Check
    Intelligence
    Arcane
    6

    Powers
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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.

    Throne Room Card 8:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Throne Room Card 9:
    Scythe +1
    Weapon 2

    Traits
    Scythe
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If any d4 rolled on this weapon is a 4, count it as a 5.

    Throne Room Card 10:
    Wooden Shield
    Armor B

    Traits
    Shield
    Offhand
    Basic

    Check
    Constitution
    Fortitude
    4

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

    Town Square
    At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
    When Closing: Banish a card from your hand.
    When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
    M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

    Town Square Card 1:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Town Square Card 2:
    Plague Zombie
    Monster C

    Traits
    Undead
    Elite

    Check
    Combat
    11

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

    Town Square Card 3:
    Wand of Force Missile
    Item 1

    Traits
    Wand
    Magic
    Arcane
    Attack
    Elite

    Check
    Intelligence
    Arcane
    7

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

    Town Square Card 4:
    Toad
    Ally 1

    Traits
    Animal
    Arcane

    Check
    Wisdom
    Survival
    Intelligence
    Arcane
    7

    Powers
    Bury this card to put a spell from your discard pile into your hand.
    Discard this card to explore your location.

    Town Square Card 5:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

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

    Town Square Card 6:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

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

    Town Square Card 7:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

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

    Town Square Card 8:
    Ameiko Kaijitsu
    Ally 1

    Traits
    Human
    Bard
    Rogue

    Check
    Charisma
    Diplomacy
    7

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

    Town Square Card 9:
    Falling Bell
    Barrier 2

    Traits
    Obstacle
    Elite

    Check
    Dexterity
    Acrobatics
    10

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

    Town Square Card 10:
    Zombie Minion
    Henchman Monster 2

    Traits
    Undead
    Zombie

    Check
    Combat
    9

    Powers
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Academy
    At This Location: On your first exploration on a turn, if you encounter anything other than a spell, after the exploration you may explore again.
    When Closing: Succeed at an Intelligence or Arcane 6 check.
    When Permanently Closed: On closing, you may shuffle a spell from your discard pile into your deck.
    M:1 Ba:1 W:0 Sp:5 Ar:0 I:1 Al:1 Bl:0 ?:1

    Academy Card 1:
    Standard Bearer
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    7
    OR
    Charisma
    Diplomacy
    6

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

    Academy Card 2:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Academy Card 3:
    Ogre
    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.

    Academy Card 4:
    Force Missile
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Force
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Academy Card 5:
    Cure
    Spell B

    Traits
    Magic
    Divine
    Healing
    Basic

    Check
    Wisdom
    Divine
    6

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

    Academy Card 6:
    Spyglass
    Item B

    Traits
    Object

    Check
    Wisdom
    Perception
    4

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

    Academy Card 7:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Academy Card 8:
    Sleep
    Spell B

    Traits
    Magic
    Arcane
    Attack
    Mental
    Basic

    Check
    Intelligence
    Arcane
    4

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

    Academy Card 9:
    Detect Evil
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    4

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

    Academy Card 10:
    Zombie Minion
    Henchman Monster 2

    Traits
    Undead
    Zombie

    Check
    Combat
    9

    Powers
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Shadow Clock
    At This Location: At the start of your turn, recharge your hand and draw up to your hand size.
    When Closing: Banish an ally.
    When Permanently Closed: No effect.
    M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1

    Shadow Clock Card 1:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

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

    Shadow Clock Card 2:
    Bracers of Protection
    Item B

    Traits
    Accessory
    Magic
    Basic

    Check
    Intelligence
    Arcane
    3

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

    Shadow Clock Card 3:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

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

    Shadow Clock Card 4:
    Ogre
    Monster B

    Traits
    Giant
    Ogre

    Check
    Combat
    14

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

    Shadow Clock Card 5:
    Frost Ray
    Spell 1

    Traits
    Magic
    Arcane
    Attack
    Cold

    Check
    Intelligence
    Arcane
    6

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

    Shadow Clock Card 6:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Shadow Clock Card 7:
    Zombie Minion
    Henchman Monster 2

    Traits
    Undead
    Zombie

    Check
    Combat
    9

    Powers
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Shadow Clock Card 8:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Shadow Clock Card 9:
    Ambush
    Barrier B

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Shadow Clock Card 10:
    Short Sword
    Weapon B

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Basic

    Check
    Strength
    Melee
    4

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

    Waterfront
    At This Location: When using a weapon, subtract 1 from each die rolled.
    After your exploration, you may discard 2 card to explore again.
    When Closing: Summon and defeat a Bandit henchman.
    When Permanently Closed: On closing, all characters at this location discard a card.
    M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

    Waterfront Card 1:
    Guard
    Ally B

    Traits
    Human
    Basic

    Check
    Constitution
    Fortitude
    4
    OR
    Charisma
    Diplomacy
    6

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

    Waterfront Card 2:
    Battered Chest
    Barrier B

    Traits
    Cache
    Lock
    Elite

    Check
    Dexterity
    Disable
    10
    OR
    Strength
    Melee
    8

    Powers
    If defeated, add 1d4 random items from the box to your hand.

    Waterfront Card 3:
    Spectre
    Monster C

    Traits
    Undead
    Incorporeal
    Elite

    Check
    Combat
    11
    OR
    Wisdom
    Divine
    7

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

    Waterfront Card 4:
    Thieve's Tools
    Item B

    Traits
    Tool
    Basic

    Check
    Dexterity
    Disable
    4

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

    Waterfront Card 5:
    Zombie Minion
    Henchman Monster 2

    Traits
    Undead
    Zombie

    Check
    Combat
    9

    Powers
    The Zombie Minion is immune to the Mental and Poison traits.
    Damage dealt by the Zombie Minion is reduced by half (round up).
    If defeated, you may immediately attempt to close this location.

    Waterfront Card 6:
    Trapped Locker
    Barrier B

    Traits
    Cache
    Lock
    Trap
    Basic

    Check
    Dexterity
    Disable
    9
    OR
    Strength
    Melee
    11

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

    Waterfront Card 7:
    Shadow
    Monster B

    Traits
    Undead
    Incorporeal

    Check
    Combat
    13

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

    Waterfront Card 8:
    Mayor Kendra Deverin
    Ally B

    Traits
    Human
    Mayor

    Check
    Charisma
    Diplomacy
    10

    Powers
    Banish this card to examine your location deck and then shuffle it.

    Waterfront Card 9:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

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

    Waterfront Card 10:
    Siren
    Monster C

    Traits
    Siren
    Elite

    Check
    Wisdom
    8

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

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