[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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Updated list:
Weapon 4 Greatclub +3
Weapon 3 Vicious Trident +1
Weapon 2 Heavy Pick +1

Armor 4 Lesser Bolstering Armor
Armor C Magic Half-Plate

Item 3 Belt of Giant Strength
Item B Potion of Healing

Ally 4 Bear
Ally B Night Watch
Ally B Troubadour
Ally C Snake
Ally C Snake

Blessing 4 Blessing of Gozreh
Blessing B Blessing of Erastil
Blessing B Blessing of Irori
Blessing B Blessing of the Gods
Blessing B Blessing of the Gods

Start Player: 1d5 ⇒ 4 = Kyra.


party decided to do a rolloff for first pick.

init: 1d1000 ⇒ 428


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

Raz’s turn to pick: 1d1000 ⇒ 37

Raz’s upgrade, in desired order based on what’s remaining when it gets to her turn, is:

Ally 4 (Pit Gladiator to replace Caravan Guard)
Armor 4 (Ebon Thorn to replace Full Plate)
Weapon 4 (Demonbane Longsword +2 to replace Cold Iron Longsword)
Blessing 4 (Blessing of Norgorber to replace Blessing of Sarenrae)
Weapon 3 (Longsword +2 to replace Cold Iron Longsword)


pick for upgrade: 1d1000 ⇒ 850


Kyra will pass on deck upgrades. her second and third picks are ally3 and blessing3 but not going to take those at the expense of someone else missing out on an ally4/blessing4.

Her power feat will be "if you defeat a monster on your turn [...]"

Kyra, fireflower wrote:

Hand:

Displayed:
Deck: 19 Discard: 0 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-4C.
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 [X]+1 [X]+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 []6 []7
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 ([x]+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)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


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

Lirianne rolls 1d1000 ⇒ 47

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni has no interest in weapons or armour

Ally 4 is bear
Blessing 4 is Lamashtu
Item 3 only if nobody really wants it is rabbits foot
(It will be replaced by the wand or medallion anyway just getting a high number card for my power when I add item as my card feat in two scenarios)

(The craft alchemy power is my. Next selection to go with an item 5 upgrade bottled lightning )


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

So Reta, Kyra, Lirianne, Raz and Seoni, then Raz, Lirianne, Kyra, Reta and Seoni.

Reta you are up!


Reta will take weapon 4 as her first choice. Improvised monster!


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

Lirianne picks Weapon 3.


List so far, with all B or C cards taken out for ease of reading:
Weapon 4 Reta
Weapon 3 Lirianne
Weapon 2
Armor 4 Raz
Item 3
Ally 4 Raz
Blessing 4 Seoni

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck
Reta by Redelia wrote:

List so far, with all B or C cards taken out for ease of reading:

Weapon 4 Reta
Weapon 3 Lirianne
Weapon 2
Armor 4 Raz
Item 3
Ally 4 Raz
Blessing 4 Seoni


List so far, with all B or C cards taken out for ease of reading:
Weapon 4 Reta
Weapon 3 Lirianne
Weapon 2
Armor 4 Raz
Item 3 Reta
Ally 4 Raz
Blessing 4 Seoni


2-4C: WHAT POISON HATH WROUGHT
Powering through the Wrathworks has been no easy task, but the farther you adventure into this treacherous place, the more that a pounding covetousness drives you. You now have evidence from Alaznist’s notes that tremendous wealth lies deeper in the Wrathworks, and you want it. You desperately need it, not because of simple avarice, but because you have gained a deep understanding of the runelords’ power and resources, and you intend to claim their legacies for yourself. You know, deep in your belly, that you deserve nothing less. And nothing will stop you from taking what’s yours.

Winding through the maze-like corridors, though, it’s becoming difficult to imagine that great spoils are still truly at hand. Here and there, the ceilings are caving in. In a few places, you have to crawl over collapsed corners and bash down rotten doors. You’re beginning to feel like a fool for your excitement.

Until you see it.

Suddenly, the crumbling tunnels give way to a magnificent sight. Before you is a room with dusty, marble-lined walls fronted by elaborately carved workbenches. On these are what seem to be ancient alchemy labs, complete with gold-plated equipment and boxes full of loose gemstones—material components for the strange magic once practiced here, you assume.

Scattered throughout the laboratory are the remains of those who likely worked here all those millennia ago. It’s a grisly scene, but the bones and strangely bloated entrails seem just as dusty as the rest of the room. A sense of urgency pulls you toward the glittering prizes; they must be yours before anyone else comes to claim them.

Looking up into the gloom beyond, your fingers buried in the boxes of gems, you notice subtle but chilling movement in the shadows. And are those bones stirring? This might not be as easy as you thought!

VILLAIN:
Black Monk
HENCHMEN:
Undead Poisoner

DURING THIS SCENARIO:
At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 1 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: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Raz)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 12 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 3 (Turn 13 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 4 (Turn 14 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 5 (Turn 15 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 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.

Blessings Deck Card 7 (Turn 17 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 8 (Turn 18 Seoni)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

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

Blessings Deck Card 9 (Turn 19 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 10 (Turn 110 Kyra)
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 11 (Turn 111 Raz)
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 12 (Turn 112 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 113 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 114 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 15 (Turn 115 Kyra)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 116 Raz)
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 17 (Turn 117 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 118 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 19 (Turn 119 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 120 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 121 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 22 (Turn 122 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 23 (Turn 123 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 24 (Turn 124 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 25 (Turn 125 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 26 (Turn 126 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 27 (Turn 127 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 28 (Turn 128 Seoni)
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 29 (Turn 129 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1

Desecrated Vault Card 1:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Desecrated Vault Card 5:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

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

Desecrated Vault Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Desecrated Vault 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.

Desecrated Vault Card 8:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

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

Desecrated Vault Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

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

Desecrated Vault Card 10:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:1

General Store Card 1:
Werewolf
Monster B

Traits
Lycanthrope

Check
Combat
13

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

General Store Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

General Store Card 3:
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.

General Store Card 4:
Wand of Scorching Ray
Item 3

Traits
Wand
Attack
Fire
Ranged
Magic
Arcane

Check
Intelligence
Arcane
8

Powers
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

General Store Card 5:
Frost Longbow +1
Weapon 3

Traits
Bow
Ranged
Piercing
2-Handed
Magic

Check
Dexterity
Ranged
11

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.

General Store Card 6:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

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

General Store Card 7:
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.

General Store Card 8:
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.

General Store Card 9:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

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

General Store Card 10:
Runechill Hatchet +2
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1

Junk Beach Card 1:
Amulet of Fiery Fists
Item 4

Traits
Accessory
Magic

Check
Wisdom
Divine
7
OR
Intelligence
Arcane
9

Powers
Reveal this card to add 1d8 with the Fire and Magic traits to your combat check; you may not play a spell with the Attack trait or a weapon on this check.

Junk Beach 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.

Junk Beach Card 3:
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.

Junk Beach Card 4:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 5:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Junk Beach Card 6:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Junk Beach Card 7:
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.

Junk Beach Card 8:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach Card 9:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 10:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1

Glassworks Card 1:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Glassworks Card 2:
Necklace of Fireballs
Item 4

Traits
Accessory
Attack
Fire
Magic

Check
Intelligence
Arcane
9

Powers
For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

Glassworks 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.

Glassworks Card 4:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Glassworks Card 5:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks 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.

Glassworks Card 7:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Glassworks Card 8:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

Glassworks 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.

Glassworks Card 10:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

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

Warrens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 2:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Warrens Card 3:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 4:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 5:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 6:
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.

Warrens Card 7:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 8:
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.

Warrens Card 9:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 10:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1

Mill Card 1:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

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

Mill Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Mill Card 3:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Mill Card 4:
Vicious Trident +1
Weapon 3

Traits
Polearm
Melee
Piercing
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Mill Card 5:
Eyes of the Eagle
Item C

Traits
Object
Magic
Elite

Check
Wisdom
Perception
5

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

Mill Card 6:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Mill 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.

Mill Card 8:
Jakardros Sovark
Ally 3

Traits
Human
Ranger

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Mill Card 9:
Chainmail of Cold Resistance
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

Powers
Recharge this card to reduce Combat or Cold 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.

Mill Card 10:
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.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:3 ?:1

Shrine to Lamashtu Card 1:
Bugbear
Monster C

Traits
Goblin
Warrior
Elite

Check
Combat
10

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

Shrine to Lamashtu Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Shrine to Lamashtu Card 3:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Shrine to Lamashtu Card 4:
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.

Shrine to Lamashtu Card 5:
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.

Shrine to Lamashtu Card 6:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Shrine to Lamashtu Card 7:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Shrine to Lamashtu Card 8:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

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

Shrine to Lamashtu Card 9:
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.

Shrine to Lamashtu Card 10:
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.


Reta will start at the mill.

Reta wrote:

Hand: Javelin of Lightning, Improvised Monster, Blessing of the Gobs 2, Xoff, Magic Studded Leather Armor, Twitch Tonic,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), 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.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discardthe cards to reroll the dice, thake the new result.)


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

Raz will start in the general store. She’ll also take the two loot weapons for her sword and mace.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Warhorse, Knight’s Pennon, Riding Horse 1, Shocking Lance +1,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 []+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni will start at junk beach

Seoni wrote:

Hand: Toad, Blessing of Pharasma 1, Headband of alluring charisma, Blessing of Abadar 2, Blessing of pharasma B, Swipe, Apprentice,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: keep blessing of abadar for barriers and poison traps one pharasma available

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 [X]+3 [X]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) ( []+3) ([]+4) 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.
[X] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X] You may bury a card to add its adventure deck number to your check


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

Lirianne starts at the Glassworks.

Lirianne wrote:

Hand: Blessing of Milani, Toxic Blunderbuss +1, Blessing of Erastil, Alchemist's Suit, Blessing of Alkenstar, Magic Spyglass,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings for important checks!

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 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.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."


Kyra will start at Shrine of Lamashtu

Kyra, fireflower wrote:

Hand: BotDawnflower, Longsword 2, BoSarenrae 3, Cure 1, Greatclub+1,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-4C.
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 [X]+1 [X]+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 []6 []7
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 ([x]+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)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.

Kyra explores Shrine of Lamashtu and encounters a Monster -- Bugbear
Kyra auto-succeeds her check to defeat, but she rolls anyway with her longsword
Bugbear DC 10 combat: 1d10 + 1d8 + 8 ⇒ (10) + (1) + 8 = 19 banished

Kyra discards Longsword to explore again (power feat)
She encounters henchman Undead Poisoner. She uses BoSarenrae 3 for BYA check
BYA DC 9 cons: 3d6 ⇒ (2, 2, 5) = 9
Kyra narrowly resists the henchman's poisonous stench.

She attacks with her greatclub, unleashing it with all her might (discard)
Henchman DC 18 combat: 3d10 + 5 ⇒ (5, 5, 9) + 5 = 24 banished
The skeleton shatters into pieces. Kyra pockets a few ribs in case Reta would like some for her pickle jar.

Kyra attempts to close the location
DC 6 divine: 1d10 + 4 ⇒ (1) + 4 = 5 GM-use 1x shirt reroll for this scenario
DC 6 divine: 1d10 + 4 ⇒ (2) + 4 = 6
Kyra is feeling wounded, and despite her best efforts...she barely closes the Shrine. Too much kinky stuff going on in the background here.

On closing, Kyra banishes her BoTDawnflower blessing. GM-Please draw me a random blessing from box

Kyra now uses Cure on self
self cure: 1d4 + 1 ⇒ (1) + 1 = 2 entire discard...longsword+greatclub healed
Cure recharge DC 8 divine: 1d10 + 4 ⇒ (4) + 4 = 8 cure recharged

Finally, with an almost empty hand, Kyra resets her hand and ends turn

Kyra, fireflower wrote:

Hand: BoRandomBlessingFromBoxPlz, Chainmail of Cold Resistance, Find Traps, BoCaydenCailean, Longsword 1,

Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes: Find traps gives 2 die to defeat a barrier. feel free to use. also OK to use BoCC for henchman BYA check. I have exhausted my 1x scenario reroll for 2-4C.
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 [X]+1 [X]+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 []6 []7
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 ([x]+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)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.

in my notes the buried card is my banished BotDawnflower with a special designation as banished. It has the basic trait for kyra so i intend to get it back at end of scenario unless I pick a blessing upgrade


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

Raz flips a blessing of Abadar and explores, finding that the shopkeeper is a werewolf! She displays her pennon, mounts her horse and charges in with her lance!

Combat DC 13: 3d8 + 7 ⇒ (8, 5, 8) + 7 = 28

Having defeated the beast, Raz gets another free exploration. She now finds an undead poisoner! She uses Kyra’s blessing of Sarenrae and discards her top card (helm of the Valkyrie) to boost her check.

Constitution DC 9: 4d6 + 1 ⇒ (1, 3, 2, 3) + 1 = 10

She then clubs it to death with Mokmurian’s club, discarding her top card (Teamster) for a boost.

Combat DC 18: 1d10 + 1d8 + 1d6 + 8 ⇒ (5) + (1) + (4) + 8 = 18

Raz heals a card 1d2 ⇒ 2, and chooses not to close, wanting to acquire some treasures in her bout of consuming envy. She gets another free exploration and encounters a mercenary, which she attacks with the club again.

Combat DC 13: 1d10 + 1d8 + 7 ⇒ (1) + (8) + 7 = 16

She heals her second discarded card and gets another free exploration, now finding a magic wand. She will use Diplomacy and a power boost (recharging her Riding Horse 2) to acquire.

Diplomacy DC 8: 1d10 + 1d6 + 5 ⇒ (3) + (6) + 5 = 14

She discards her warhorse to explore again and finds a magic bow, repeating the process by discarding her top card (Blessing of Sarenrae).

Diplomacy DC 11: 1d10 + 1d6 + 5 ⇒ (3) + (1) + 5 = 9

She fails to acquire the weapon. She discards her riding horse 1 to explore again, finding a magic armor.

Diplomacy DC 6: 1d10 + 4 ⇒ (4) + 4 = 8

She acquires the armor and swaps it for a new one using her power. With no explorations remaining, Raz ends her turn.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Wand of Scorching Ray (box), Knight’s Pennon, Shocking Lance +1, Random Armor

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 []+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


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

Lirianne flips Blessing of Torag and discards the Magic Spyglass to peek at the top 3 cards of the Glassworks. A Hill Giant, Necklace of Fireballs (Item 4!), and Force Missile. She chooses to encounter them in reverse order. First encounter with the Force Missile.

Intelligence 4: 1d8 + 2 ⇒ (7) + 2 = 9 Acquired. She then discards Blessing of Alkenstar to explore again and get the necklace (adding 1d6 to the check to acquire item as her new power).

Intelligence 9: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10 Acquired. She then discards Blessing of Erastil to explore again to encounter the Hill Giant. Top deck -- Surgeon (recharged); no firearms to heal; recharged Necklace of Fireballs to draw Snakeskin Tunic. Lirianne uses the Toxic Blunderbuss +1, buries Force Missile to add 3d6 and Poison trait, and reveals Snakeskin Tunic to add 1 to the combat check.

Combat 15: 2d10 + 6 + 3d6 ⇒ (5, 1) + 6 + (1, 3, 4) = 20 Giant goes down. Lirianne draws back up and ends her turn.

Lirianne wrote:

Hand: Blessing of Milani, Toxic Blunderbuss +1, Snakeskin Tunic, Alchemist's Suit, Double-Barreled Musket, Old Salt,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Blessing of Milani for important checks!

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 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.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni explores junk beach and finds a fiery amulet

Acquires as it magic

Discards toad to explore and find a blast stone

She use her knowledge to try acquire it

knowledge dc 4: 1d8 + 2 ⇒ (8) + 2 = 10 she then banishes it in favour of something else

Discards apprentice and explores again and is confused by a locked stone door as she examines it she is ambushed by a goblin

She discards her amulet of fiery fists to blast it

arcane blast displaying headband 9: 1d12 + 6 + 1 - 2 + 1d6 ⇒ (2) + 6 + 1 - 2 + (2) = 9

She ends her turn and resets her hand

Seoni wrote:

Hand: Random item, Blessing of Pharasma 1, Headband of alluring charisma, Blessing of Abadar 2, Blessing of pharasma B, Swipe, Sage,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blessing of Abadar available for lootable barriers dangerous barriers or if rechargeable other wise ask Good Omen to be used with a blessing of pharama on any tier 4 loot

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 [X]+3 [X]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) ( []+3) ([]+4) 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.
[X] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X] You may bury a card to add its adventure deck number to your check

I require a random item instead of blast stone and junk beach needs shuffle without top three cards and goblin warrior . We know there is a locked door in there


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 5 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
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 Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 51 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 52 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.

Blessings Deck Card 3 (Turn 53 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 4 (Turn 54 Seoni)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 55 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 56 Kyra)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 57 Raz)
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 8 (Turn 58 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 59 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 10 (Turn 510 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 11 (Turn 511 Kyra)
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 12 (Turn 512 Raz)
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 13 (Turn 513 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 14 (Turn 514 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 15 (Turn 515 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 516 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 517 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 18 (Turn 518 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 19 (Turn 519 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 20 (Turn 520 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 521 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 22 (Turn 522 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 23 (Turn 523 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 24 (Turn 524 Seoni)
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 25 (Turn 525 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1

Desecrated Vault Card 1:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Desecrated Vault Card 5:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

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

Desecrated Vault Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Desecrated Vault 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.

Desecrated Vault Card 8:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

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

Desecrated Vault Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

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

Desecrated Vault Card 10:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:0
Located here: Raz

General Store Card 1:
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.

General Store Card 2:
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.

General Store Card 3:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

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

General Store Card 4:
Runechill Hatchet +2
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni

Junk Beach Card 1:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach 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.

Junk Beach Card 3:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Junk Beach Card 4:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 5:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 6:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Lirianne

Glassworks Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Glassworks Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks 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.

Glassworks Card 4:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Glassworks Card 5:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

Glassworks Card 6:
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.

Glassworks Card 7:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

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

Warrens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 2:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Warrens Card 3:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 4:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 5:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 6:
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.

Warrens Card 7:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 8:
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.

Warrens Card 9:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 10:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Reta

Mill Card 1:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

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

Mill Card 2:
Ghost
Monster B

Traits
Undead
Incorporeal
Ghost
Elite

Check
Combat
12
OR
Wisdom
Divine
8

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

Mill Card 3:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Mill Card 4:
Vicious Trident +1
Weapon 3

Traits
Polearm
Melee
Piercing
Magic

Check
Strength
Melee
12

Powers
For your combat check, reveal this card and discard another card to roll your Strength or Melee die + 1d8+3; you may additionally discard this card to add another 1d8+3.
When you play this weapon, take 1 Force damage that may not be reduced.

Mill Card 5:
Eyes of the Eagle
Item C

Traits
Object
Magic
Elite

Check
Wisdom
Perception
5

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

Mill Card 6:
Hand Chopper
Barrier 3

Traits
Trap

Check
Dexterity
Disable
12

Powers
If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.

Mill 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.

Mill Card 8:
Jakardros Sovark
Ally 3

Traits
Human
Ranger

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.

Mill Card 9:
Chainmail of Cold Resistance
Armor 4

Traits
Heavy Armor
Magic

Check
Constitution
Fortitude
8

Powers
Recharge this card to reduce Combat or Cold 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.

Mill Card 10:
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.

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra


Kyra's summoned blessing:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Raz's replacement armor:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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

Seoni's summoned item:
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.


Reta explores the mill, and finds a zombie horde!

She fights the zombie who comes strolling towards her, discarding a blessing to do so.
str: 2d8 ⇒ (8, 4) = 12
Reta adds the Zombie henchman to her hand.

stopping now for others to face zombie henchmen


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

Raz recharges her knight’s pennon, since the ambush was not defeated.

Combat DC 9: 1d10 + 1d8 + 6 ⇒ (5) + (2) + 6 = 13

Raz takes out the zombie with Mokmurian’s club and heals a Random Card 1d3 ⇒ 3.


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

Lirianne sees the zombie and goes through her extensive list of powers when she encounters a monster -- peeks at the top card of her deck (Blessing of Calistria; recharged), heals no card in her discard pile, and finally recharges Double-Barreled Musket to draw Quartermaster. She uses her Toxic Musket +1 and reveals Snakeskin Tunic to add 1 to the combat check.

Combat 9: 2d10 + 6 ⇒ (1, 7) + 6 = 14 Zombie is dead, for real. Ammo Out 1: 1d12 ⇒ 8 Still has ammo.


Seoni will be able to automatically defeat the zombie, and Kyra is at a closed location, so I'm going to finish my turn.

Reta explores again, and finds a ghost! She can't use improvised monster, since that isn't magic, so she uses her Javelin of Lightning.

1d10 + 6 + 2d6 + 1 ⇒ (8) + 6 + (4, 2) + 1 = 21

Javelin of Lightning is buried, Ghost is added to Reta's hand.

Reta buries Zombie Henchman to explore again. She finds an Undead Poisoner Henchman!

fort: 1d8 + 1 ⇒ (2) + 1 = 3
cards lost: 1d4 - 1 ⇒ (1) - 1 = 0
Failed con check, but didn't lose any cards.

Reta grabs the ghost who is following her around, and swings it at the Undead Poisoner
1d8 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Ghost is banished, Improvised Monster is recharged.

Reta's friend Lirianne helps her try to close the location.
dex to close: 3d10 + 4 ⇒ (8, 2, 2) + 4 = 16
Location is closed.

Reta wrote:

Hand: Flaming Scimitar +1, Rotgut, Blessing of Lamashtu, Xoff, Magic Studded Leather Armor, Twitch Tonic,

Displayed:
Deck: 10 Discard: 1 Buried: 2
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), 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.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discardthe cards to reroll the dice, thake the new result.)


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 6 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Norgorber

Top Blessing:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 61 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.

Blessings Deck Card 2 (Turn 62 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 3 (Turn 63 Seoni)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 64 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 5 (Turn 65 Kyra)
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 6 (Turn 66 Raz)
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 67 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 68 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 69 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 10 (Turn 610 Kyra)
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 611 Raz)
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 12 (Turn 612 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 13 (Turn 613 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 14 (Turn 614 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 615 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 616 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 17 (Turn 617 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 18 (Turn 618 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 19 (Turn 619 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 620 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 21 (Turn 621 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 22 (Turn 622 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 623 Seoni)
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 24 (Turn 624 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:4 Ba:1 W:0 Sp:1 Ar:0 I:2 Al:0 Bl:1 ?:1

Desecrated Vault Card 1:
Hag
Monster 3

Traits
Hag

Check
Combat
15

Powers
Before the encounter, succeed at an Arcane or Divine 14 check or you may not play spells with the Attack trait.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
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.

Desecrated Vault Card 4:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Desecrated Vault Card 5:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

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

Desecrated Vault Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Desecrated Vault 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.

Desecrated Vault Card 8:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

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

Desecrated Vault Card 9:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

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

Desecrated Vault Card 10:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

General Store
At This Location: During your exploration, if you encounter anything other than an armor, an item, or a weapon, after the exploration, you may reveal a card to explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:0
Located here: Raz

General Store Card 1:
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.

General Store Card 2:
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.

General Store Card 3:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

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

General Store Card 4:
Runechill Hatchet +2
Weapon 4

Traits
Axe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni

Junk Beach Card 1:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach 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.

Junk Beach Card 3:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Junk Beach Card 4:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 5:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 6:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Lirianne

Glassworks Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Glassworks Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks 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.

Glassworks Card 4:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Glassworks Card 5:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

Glassworks Card 6:
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.

Glassworks Card 7:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

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

Warrens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 2:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Warrens Card 3:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 4:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 5:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 6:
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.

Warrens Card 7:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 8:
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.

Warrens Card 9:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 10:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Mill
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra


Kyra moves to Descrated Vault and explores. She encounters a Hag.

BYA 15 divine: 1d10 + 4 ⇒ (3) + 4 = 7 failed, but no spells to play anyway

Kyra uses her longsword.
DC 15 combat: 1d10 + 1d8 + 8 ⇒ (7) + (8) + 8 = 23 defeated

Kyra discards BoIrori to explore
cloak of Elvenkind DC 5 dex: 1d6 ⇒ 1 banished
She sees a ragged cloak but leaves it be.

Kyra, fireflower wrote:

Hand: BoSarenrae 2, Pearl of Wisdom, Find Traps, BoSarenrae 1, Longsword 1,

Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Find traps gives 2 die to defeat a barrier. feel free to use. also OK to use BoSarenrae's for henchman BYA check. I have exhausted my 1x scenario reroll for 2-4C.
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 [X]+1 [X]+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 []6 []7
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 ([x]+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)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


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

Raz, hoping for more explorations, triggers her character mat power to discard her wand and draw a card (Pit Gladiator). She explores and finds a holy water.

Diplomacy DC 8: 1d10 + 4 ⇒ (8) + 4 = 12

She acquires it at swaps it for a new item. She then discards her gladiator to explore again, finding a troubadour.

Diplomacy DC 6: 1d10 + 4 ⇒ (9) + 4 = 13

She acquires it and gets a free exploration from the site power, finding a chime of unlocking.

Diplomacy DC 8: 1d10 + 4 ⇒ (9) + 4 = 13

She acquires it and swaps it for a new item. Finally she discards her troubadour for a final exploration, finding a very desirable runechill hatchet! She discards her top card (Blessing of Iomedae B) and Kyra’s Blessing of Sarenrae for a boost.

Diplomacy DC 13: 2d10 + 1d6 + 5 ⇒ (4, 10) + (1) + 5 = 20

She acquires it, and banishes her magic shield to close the shop permanently. Random items Added to Location: 1d6 ⇒ 5. She picks up the top item automatically, swapping it if it’s any level lower than 4. Once I see what items she gets, I’ll discard one down to hand size.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Runechill Hatchet (box), Shocking Lance +1, Random Items (3)

Displayed:
Deck: 13 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 []+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


Raz's 1st replacement item:
Headband of Inspired Wisdom
Item 4

Traits
Accessory
Magic

Check
Wisdom
7

Powers
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.

Raz's 2nd replacement item:
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.

Raz's free card from the General Store:
Magic Spyglass
Item 4

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni discards her luckstone to power her arcane blast at the zombie. A blessing of pharasma is available to anyone who wants it


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 8 Lirianne/yamasaki

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 81 Seoni)
Spoiler:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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 82 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 83 Kyra)
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 4 (Turn 84 Raz)
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 85 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 86 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 7 (Turn 87 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 8 (Turn 88 Kyra)
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 9 (Turn 89 Raz)
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 10 (Turn 810 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 11 (Turn 811 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 12 (Turn 812 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 813 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 14 (Turn 814 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 15 (Turn 815 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 816 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 17 (Turn 817 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 818 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

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

Blessings Deck Card 19 (Turn 819 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 20 (Turn 820 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 821 Seoni)
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 22 (Turn 822 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
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.

Desecrated Vault Card 2:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Desecrated Vault Card 3:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

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

Desecrated Vault 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.

Desecrated Vault 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.

Desecrated Vault Card 6:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

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

Desecrated Vault Card 7:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

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

Desecrated Vault Card 8:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:4 Al:0 Bl:0 ?:0
Closed
Located here: Raz

General Store Card 1:
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.

General Store Card 2:
Headband of Alluring Charisma
Item 3

Traits
Accessory
Magic

Check
Charisma
5

Powers
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

General Store Card 3:
Greater Luckstone
Item 4

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

General Store Card 4:
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.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni

Junk Beach Card 1:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach 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.

Junk Beach Card 3:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Junk Beach Card 4:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 5:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 6:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Lirianne

Glassworks Card 1:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Glassworks Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks 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.

Glassworks Card 4:
Sheriff Hemlock
Ally B

Traits
Human
Warrior

Check
Charisma
Diplomacy
8

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

Glassworks Card 5:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

Glassworks Card 6:
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.

Glassworks Card 7:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

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

Warrens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 2:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Warrens Card 3:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 4:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 5:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 6:
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.

Warrens Card 7:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 8:
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.

Warrens Card 9:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 10:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Mill
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


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

Raz discards the potion down to hand size, then the magic spyglass to look at the top three cards in the store. She puts them in the order 4, 3, 2, with the greater luckstone on top.


hand update due to blessing used

Kyra, fireflower wrote:

Hand: Pearl of Wisdom, Find Traps, BoSarenrae 1, Longsword 1,

Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes: Find traps gives 2 die to defeat a barrier. feel free to use. also OK to use BoSarenrae's for henchman BYA check. I have exhausted my 1x scenario reroll for 2-4C.
BotDawnflower:
same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.


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

Lirianne flips Blessing of Abadar and continues her exploration of the Glassworks. She sees a Guide. She asks the Quartermaster (recharged) to help befriend the him.

Wisdom 7: 1d8 + 1d4 ⇒ (6) + (3) = 9 He joins her. Lirianne then asks him to lead her in the area (discard to explore). He leads her straight to the Undead Poisoner! Top deck -- Hand Cannon (drawn), no firearms to heal, recharged Hand Cannon to draw Shock Musket +1. Old Salt and Kyra's Blessing of Sarenrae help Lirianne to overcome the creature's stench.

Constitution 9: 3d6 + 4 ⇒ (5, 1, 1) + 4 = 11 Made it. She uses the Shock Musket +1, revealing the Snakeskin Tunic to add 1, and burying the Alchemist's Suit to add 2d8 and Electricity trait to the combat check.

Combat 18: 2d10 + 6 + 2d8 - 3 ⇒ (7, 1) + 6 + (7, 7) - 3 = 25 Makes it even if the creature is resistant to piercing weapons. She now attempts to close the location with the help of Seoni's Blessing of Pharasma.

Perception 6: 2d8 + 2 ⇒ (4, 2) + 2 = 8 Glassworks is closed. She discards the shock musket, draws back up, and ends her turn.

Lirianne wrote:

Hand: Rosie Cusswell, Toxic Blunderbuss +1, Snakeskin Tunic, Navigator Musket +1, Masterwork Tools, Emerald of Dexterity,

Displayed:
Deck: 7 Discard: 6 Buried: 2
Notes:

Skills and Powers:
SKILLS

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

Hand Size 5 [x] 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.) ([x] You may then recharge a card to draw a card.)
[x] Add 1d6 ([] 2d6) to your check to acquire or recharge an item or weapon.
[] You may bury a weapon or an item ([] or any boon) to recharge a card that has the Firearm trait from your discard pile.
[] When you would recharge a card that has the Firearm trait, you may instead shuffle it into your deck.
[] Treat your character powers that say "Firearm" as if they say "Ammunition or Firearm."


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 9 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Gozreh

Top Blessing:
Blessing of Gozreh
Blessing 4

Traits
Divine
Gozreh

Check
Wisdom
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
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: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 91 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 92 Kyra)
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 93 Raz)
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 4 (Turn 94 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 95 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 96 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 7 (Turn 97 Kyra)
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 8 (Turn 98 Raz)
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 9 (Turn 99 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 10 (Turn 910 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 11 (Turn 911 Reta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 912 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 13 (Turn 913 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 14 (Turn 914 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 15 (Turn 915 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 16 (Turn 916 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 17 (Turn 917 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

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

Blessings Deck Card 18 (Turn 918 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 19 (Turn 919 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 21 (Turn 921 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.

Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Kyra

Desecrated Vault Card 1:
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.

Desecrated Vault Card 2:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Desecrated Vault Card 3:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

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

Desecrated Vault 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.

Desecrated Vault 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.

Desecrated Vault Card 6:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

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

Desecrated Vault Card 7:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

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

Desecrated Vault Card 8:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

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

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:4 Al:0 Bl:0 ?:0
Closed
Located here: Raz

General Store Card 1 - Greater Luckstone:
Greater Luckstone
Item 4

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

General Store Card 2 - Headband of Alluring Charisma:
Headband of Alluring Charisma
Item 3

Traits
Accessory
Magic

Check
Charisma
5

Powers
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

General Store Card 3 - Cloak of Elvenkind:
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.

General Store Card 4:
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.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni

Junk Beach Card 1:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach 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.

Junk Beach Card 3:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Junk Beach Card 4:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 5:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 6:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne

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

Warrens Card 1:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 2:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Warrens Card 3:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 4:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 5:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 6:
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.

Warrens Card 7:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 8:
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.

Warrens Card 9:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 10:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Mill
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips a blessing of Gozreh and In search of a good spell Seoni heads to the desecrated vault

She finds a blessing of Shelyn and uses her knowledge to acquire it

knowledge 4: 1d8 + 2 ⇒ (3) + 2 = 5

she uses it to explore again and finds the villain

she fails her con check the difficulty of her checks increases by 4

swipe + headband blessing of pharasma B dc 21: 3d12 + 1d8 + 7 ⇒ (8, 4, 10) + (8) + 7 = 37

recharge swipe dc 14: 1d12 + 7 ⇒ (9) + 7 = 16

did she really win: 1d6 ⇒ 6

Having defeated the villain even in the descrated vault she ends her turn and resets her hand recharging the luckstone

Seoni wrote:

Hand: Frost Ray, Blessing of Pharasma 1, Headband of alluring charisma, Safe Harbour, Sihedron medallion, Surgeon, Sage,

Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes:

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 [X]+3 [X]+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [X] 7 [ ] 8

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X]+1) ([]+2) ( []+3) ([]+4) 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.
[X] When you attempt to acquire a boon , you may use your knowledge skill in place of any listed skill for your check
[ ] You gain the skill Craft Charisma +1
[] After you are dealt Acid, cold, electricity or fire damage you may draw a card ([] 2 cards )
[X] You may bury a card to add its adventure deck number to your check


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 10 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: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 101 Kyra)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 102 Raz)
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 103 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 104 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 105 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 106 Kyra)
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 7 (Turn 107 Raz)
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 8 (Turn 108 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 9 (Turn 109 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 10 (Turn 1010 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 1011 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 12 (Turn 1012 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 13 (Turn 1013 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 1014 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 15 (Turn 1015 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 1016 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
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 1017 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 18 (Turn 1018 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 1019 Seoni)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 1020 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.

Desecrated Vault
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra, Seoni

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:4 Al:0 Bl:0 ?:0
Closed
Located here: Raz

General Store Card 1 - Greater Luckstone:
Greater Luckstone
Item 4

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

General Store Card 2 - Headband of Alluring Charisma:
Headband of Alluring Charisma
Item 3

Traits
Accessory
Magic

Check
Charisma
5

Powers
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

General Store Card 3 - Cloak of Elvenkind:
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.

General Store Card 4:
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.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Junk Beach Card 1:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Junk Beach Card 2:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 3:
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.

Junk Beach Card 4:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach Card 5:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 6:
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.

Junk Beach Card 7:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne

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

Warrens Card 1:
Scimitar
Weapon B

Traits
Sword
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

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

Warrens Card 2:
Goblin Warrior
Monster B

Traits
Goblin
Warrior
Elite

Check
Combat
9

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

Warrens Card 3:
Invasion Plans
Barrier 4

Traits
Cache

Check
Wisdom
Survival
13

Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.

Warrens Card 4:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Warrens Card 5:
Xulgath
Monster B

Traits
Xulgath
Basic

Check
Combat
9

Powers
Before the encounter, put 1 card of your choice from your hand on top of your deck.

Warrens Card 6:
Black Arrow Ranger
Ally 3

Traits
Human
Ranger

Check
Wisdom
Survival
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.

Warrens Card 7:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

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

Warrens Card 8:
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.

Warrens Card 9:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Warrens Card 10:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

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

Warrens Card 11:
Saber-Toothed Tiger
Ally C

Traits
Animal

Check
Wisdom
Survival
8

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

Mill
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Reta

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Reta moves to the warrens.
She finds a scimitar.
str: 1d8 ⇒ 3
Banished.
Reta uses Xoff to look around.
puts down goblin warrior on bottom, then henchman, then barrier.
Xoff now allows an explore

Reta finds the barrier, invasion plans.
Auto-fail, banished with no consequences.

Now Reta buries Xoff to explore again.
She finds the henchman.
Auto fails con check.
1d4 - 1 ⇒ (2) - 1 = 1
Buries Twitch Tonic.
Buries Blessing of Lamashtu, and uses flaming scimitar +1.
3d10 + 6 + 1d6 + 1 ⇒ (5, 10, 2) + 6 + (3) + 1 = 27
success.
close, dex: 1d10 + 4 ⇒ (2) + 4 = 6

Warrens now only contains the villain.
Reta draws up and ends her turn.

Reta wrote:

Hand: Flaming Scimitar +1, Rotgut, Mighty Gugmuff XXXII, Animalbane Crossbow +2, Magic Studded Leather Armor, Blessing of Hadregash,

Displayed:
Deck: 7 Discard: 1 Buried: 5
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 []+1 []+2 []+3
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+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 [x] 6 []7 []9
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([x] or a random other weapon in your discard pile) instead. ([X]You may treat this power as if both occurrences of the word "weapon" were "ally."
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster ([x]or acquire an ally), 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.
[]At the end of your turn, ([]you may move, then) each other character at your location may give you a card. Each character who does may draw a card.
[]When you are at the same location as another character, and one of you attempts a check, if you both recharge 1 card each, add 1d8. ([]If the character fails this check, you may both instead discardthe cards to reroll the dice, thake the new result.)


During This Adventure:

During This Scenario: At the start of your turn, you may examine the top card of a deck of another character at your location, then you may exchange it for a card in your hand.

Turn: 11 Kyra/redeux

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: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 111 Raz)
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 112 Lirianne)
Spoiler:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 113 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 4 (Turn 114 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 5 (Turn 115 Kyra)
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 6 (Turn 116 Raz)
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 7 (Turn 117 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 118 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 119 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 1110 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 1111 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 12 (Turn 1112 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 13 (Turn 1113 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 14 (Turn 1114 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 1115 Kyra)
Spoiler:
Blessing of Norgorber
Blessing 3

Traits
Divine
Norgorber

Check
Bury any card

OR
Divine
5

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

Blessings Deck Card 16 (Turn 1116 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 17 (Turn 1117 Lirianne)
Spoiler:
Blessing of Sarenrae
Blessing C

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 1118 Seoni)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 1119 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.

Desecrated Vault
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra, Seoni

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:4 Al:0 Bl:0 ?:0
Closed
Located here: Raz

General Store Card 1 - Greater Luckstone:
Greater Luckstone
Item 4

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

General Store Card 2 - Headband of Alluring Charisma:
Headband of Alluring Charisma
Item 3

Traits
Accessory
Magic

Check
Charisma
5

Powers
Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.

General Store Card 3 - Cloak of Elvenkind:
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.

General Store Card 4:
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.

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:2

Junk Beach Card 1:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

Junk Beach Card 2:
Undead Poisoner
Henchman Monster 4

Traits
Undead
Rogue

Check
Combat
18

Powers
The Undead Poisoner is immune to the Mental and Poison traits. All damage dealt by the Undead Poisoner is Poison damage.

Before you act, succeed at a Constitution or Fortitude 9 check or bury 1d4-1 cards.

If the check to defeat has the Piercing trait, subtract 3.

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

Junk Beach Card 3:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

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

Junk Beach Card 4:
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.

Junk Beach Card 5:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

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

Junk Beach Card 6:
Allying Dart +1
Weapon C

Traits
Dart
Ranged
Piercing
Magic

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally discard this card to add another 1d4.
You may recharge this card to add 1d4+1 to a combat check made by another character at your location.

Junk Beach Card 7:
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.

Junk Beach Card 8:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne

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

Warrens Card 1 - The Black Monk:
The Black Monk
Villain Monster 4

Traits
Undead
Mummy
Monk

Check
Combat
20

Powers
The Black Monk is immune to the Mental and Poison traits.
Before the encounter, each character at this location must succeed at a Constitution or Fortitude 12 check or the difficulty of that character's checks this turn is increased by 4.
If undefeated, after the encounter, bury your discard pile.

Mill
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed


Kyra moves to General Store and explores

Greater luckstone DC 5 surival: 1d10 + 3 ⇒ (9) + 3 = 12 acquired
She finds a lucky stone and pockets it.

Kyra resets her hand and ends turn

Kyra, fireflower wrote:

Hand: BoGorum, Standard Bearer, Find Traps, Flaming Scimitar+1, Longsword 1,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: Find traps gives 2 die to defeat a barrier. feel free to use. also OK to use blessing vs hench/villain.. I have exhausted my 1x scenario reroll for 2-4C.
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 [X]+1 [X]+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 []6 []7
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 ([x]+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)
[X] If you defeat a monster on your turn, and your check to defeat has the Sword trait, you may discard ( [] or recharge) a card to immediately explore again.
[] You may automatically suceed at your check to acquire a weapon ( [] or a spell).
[X] When you play Blessing of Sarenrae, you may recharge it ( [] or shuffle it into your deck) instead of discarding it.

Fireflowers deal with schisms and heresies within their own faith. If those wounds can't be healed, they'll cauterize them.


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

Raz travels to the junk beach and challenges the giant taking refuge there from the warrens.

Combat DC 15: 1d10 + 1d8 + 6 ⇒ (5) + (6) + 6 = 17

She clobbers the giant and heals a card 1d8 ⇒ 1. She discards her headband and hatchet, then ends her turn.

Raz wrote:

Hand: Mokmurian’s Club (Loot, replaces Cold Iron Mace +1), Blessing of Iomedae, Lance +1, Ebon Thorn, Shocking Lance +1,

Displayed:
Deck: 11 Discard: 9 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d8 [X]+1 [X]+2 []+3 []+4
Melee: Strength +2
DEXTERITY d8 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d4 []+1
WISDOM d6 []+1
Divine: Wisdom +1
CHARISMA d10 [X]+1 [X]+2 []+3 []+4
Diplomacy: Charisma +2

Hand Size 4 [X] 5 [] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6 ([X]+1) ([]+2) to your check. If that card has the Mount trait, you may recharge it instead.
When you attempt a check to acquire a weapon or an armor ([X] or an item or an ally), you may use your Diplomacy skill instead of any listed skill.
When a character at another location encounters a monster ([] or a weapon or an armor), you may bury ([] or discard) a card that has the Mount trait to allow that character to evade the monster; you then move to that location and encounter it.
[] You may recharge a card that has the Mount trait to give a card to another character ([] an that character may give you a card). This power may not be used during an encounter.
[X] When you acquire ([] or a character at your location acquires) a weapon or an armor ([X] or a spell or an item), you may exchange it for a random card of the same type from the box.


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

Lirianne flips Blessing of Gorum and heads to the Warrens to confront the Black Monk.


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

Raz automatically defeats the poison trap by discarding her top card and using Kyra’s find traps (3d8+1d6+1 vs DC 5). Junk beach is temporarily closed.


Reta fails the con check (won't change anything)


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

Lirianne does her thing -- top deck (Surgeon is recharged), recharge Shock Musket +1 from the discard pile, recharge Masterwork Tools and draws Necklace of Fireballs. She fails her Constitution check so the villain is now 4 stronger. Lirianne uses the Navigator Musket, buries Emerald of Dexterity to add 1d10, reveals Snakeskin Tunic to add 1, uses a blessing each from Kyra, Seoni and Reta to add 3d10, and recharges Rosie Cusswell to add 1d4... plus another 1d10+1d4+4 from Reta and her ally.

Combat 24: 7d10 + 10 + 2d4 ⇒ (10, 3, 7, 1, 8, 5, 2) + 10 + (3, 2) = 51 The monk is dead.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Sneak peek says choose weapon, spell or item

Seoni choose Spell anyone else not choosing weapon?

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