[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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OK!

Lirianne - Item 4
Kyra - Weapon 4
Seoni - Blessing 2
Raz - Armor 3
Reta - n/a

I'll get the next adventure set up!
First player: 1d5 ⇒ 4 = Kyra


2-5: BASTION OF THE WAKING RUNE

Fresh air at last! You stumble out of the Wrathworks and a thought crosses your mind. Fleeing from the simulacrum of an ancient Thassilonian runelord certainly isn’t the most dignified thing you’ve ever done, but you feel more alive now than ever.

You’re a little bruised and a little shaken, but your spirit veritably soars. You survived a death gauntlet designed by Alaznist herself ! And oh, the wonders you saw! When the bards sing your tale, it’s your heroics they’ll praise. The very thought sends strength pumping through your veins.

Now that you’ve lived to explore Hollow Mountain another day, a choice faces you. You could descend the path from which you came, back toward Xin-Bakrakhan and your earlier victories. Or, you could follow the winding trail up the peak, toward misty veils and the thrills—and dangers—of the unknown.

To your mind, there is no question. You’re a hero, and adventure awaits!

And so you wind your way up the mountain, navigating the steep, rocky stretches with an eye cast over your shoulder for trouble. For an abandoned trail in the heart of a runelord’s former realm, however, the journey is remarkably peaceful and uneventful. The cawing of birds echoes all around, and here and there a picturesque brook tumbles down the mountain, throwing cool flecks onto your flushed face.

Suddenly, as you peer up at the mountain’s looming majesty, your view shatters. On the wide outcropping before you, a mighty, mansion-like structure blinks into existence, its facade fashioned from flawless marble. Peering from the wall in basrelief are several mighty busts of a bald man in a high collar, eyes lidded lazily and face covered in strange, spidery markings. A bizarre sigil adorns the entryway: it’s a whip entwined around the Thassilonian symbol of Sloth.

The windowless structure is enormous and, as surely as it was not there a moment ago, it seems like it was built straight into the mountain itself. For as far upward as you can see, each level of the trail you’re on leads straight toward the mansion. There’s no going around it and, from the look of the woman who now stands in front of it, there’s no running away, either. You guess that she’s the guardian of the complex; regardless, she’s bearing down on you, and she doesn’t look pleased.

It seems that you’ve stumbled upon something fantastic, though it might be the last thing you do.


2-5A: STONE MAGES’ SPITE
The woman in front of the mansion strides up to you, the sheer weight of her presence commanding your gaze from the architectural wonder behind her. As bald as the mansion’s busts, the woman wears a gold and green cloak fastened with a Sihedron-shaped clasp. The whip in her hand twitches menacingly as a look of skeptical curiosity paints her face.

“I am Leaura, loyal servant of Runelord Krune and sworn guardian of his Sihedron of Sloth,” she says, gesturing to the massive building behind her. An alien lilt warps her pronunciation.

“For ten thousand years have we wandered the planes with this temple, waiting for our lord’s return to his place of respite, hoping to feed his power and strength once more. Throughout our journey—on the Astral, Ethereal, and Shadow Planes, and even beyond—we’ve never encountered a soul, though the heathen Alaznist long ago ensured we could never leave her realm. Today, I see our lonely tradition ends. Do you seek to worship his grace, or our Scion? Or are you enemies of our order, set before us like an offered feast?”

Leaura’s gaze sweeps your form, she whispers an incantation, and her unnervingly light eyes narrow in judgment.

“So, you are ignorant, and have but stumbled upon us. A pity, but my orders are clear: no base creature may look upon the Sihedron of Sloth and live. The bastion of the Waking Rune must be kept secret.”

Leaura cracks her whip, and as a snarl blooms on her lips, a great whirring sound blasts from each of the busts on the mansion’s facade. The carvings’ eyes pulse with a powder-blue light as Leaura swings her weapon toward your face.

“The Runelord of Sloth has ordered you dead!”

A searing bolt of blue energy whizzes from one of the busts as you realize that another runelord’s ire has fallen on your head, and it’s time to fight for your life!

VILLAIN:
Leaura
HENCHMEN:
Stone Heads

DURING THIS SCENARIO:
After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.


During This Adventure: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 1 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Erastil

Top Blessing:
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 Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 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 2 (Turn 12 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 3 (Turn 13 Seoni)
Spoiler:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 4 (Turn 14 Reta)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 15 Kyra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 16 Raz)
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 17 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 18 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 19 Reta)
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 10 (Turn 110 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 111 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 12 (Turn 112 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 113 Seoni)
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 114 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 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 Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 117 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 the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 119 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 120 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 121 Raz)
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 22 (Turn 122 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 23 (Turn 123 Seoni)
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 24 (Turn 124 Reta)
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 25 (Turn 125 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 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 Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 28 (Turn 128 Seoni)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 29 (Turn 129 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

City Gate Card 1:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1

Festering Maze of Sloth Card 1:
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.

Festering Maze of Sloth Card 2:
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.

Festering Maze of Sloth Card 3:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Festering Maze of Sloth Card 4:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Elven Sharpshooter
Ally 5

Traits
Elf
Ranger

Check
Charisma
Diplomacy
Dexterity
Ranged
12

Powers
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Festering Maze of Sloth Card 7:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 8:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 9:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Longbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Elite

Check
Dexterity
Ranged
5

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

Guard Tower Card 2:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Guard Tower Card 3:
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.

Guard Tower Card 4:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 6:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower Card 7:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Guard Tower Card 8:
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.

Guard Tower Card 9:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 10:
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.

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:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Warrens Card 2:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens Card 3:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 4:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 5:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 6:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 8:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 9:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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:
Detect Evil
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
4

Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.

Desecrated Vault Card 2:
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.

Desecrated Vault Card 3:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Desecrated Vault Card 4:
Belt of Incredible Dexterity
Item 3

Traits
Accessory
Magic

Check
Dexterity
5

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

Desecrated Vault Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Desecrated Vault Card 6:
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.

Desecrated Vault Card 7:
Elder Earth Elemental
Monster 5

Traits
Elemental

Check
Combat
18

Powers
The Elemental is immune to the Mental and Poison traits.
If undefeated, put the Elemental on the bottom of the location deck.

Desecrated Vault Card 8:
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.

Desecrated Vault Card 9:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Desecrated Vault Card 10:
Donkey Rats
Monster 3

Traits
Animal
Elite

Check
Combat
11

Powers
After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1

Town Square Card 1:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Town Square Card 2:
Incendiary Cloud
Spell 3

Traits
Magic
Arcane
Attack
Fire

Check
Intelligence
Arcane
8

Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Town Square Card 3:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
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.

Town Square Card 4:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Town Square Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Town Square Card 6:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Town Square Card 7:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Town Square Card 8:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Town Square Card 9:
Iron Golem
Monster 5

Traits
Construct
Golem

Check
Combat
22

Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

Town Square Card 10:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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


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

Lirianne will start at the City Gate.

Lirianne wrote:

Hand: Magic Spyglass, Sniper Goggles, Toxic Blunderbuss +1, Double-Barreled Musket, Navigator Musket +1, Masterwork Tools,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: For Wisdom checks, I am 1d8+1d6 coz of my Navigator Musket.

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."


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

Raz will begin in the town square.

Raz wrote:

Hand: Eagle Knight Dress Uniform, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Retriever, Spiked Plate, Impaler of Thorns (Loot, replaces Cold Iron Longsword),

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.

Also just realized that I could have been revealing my helm of the Valkyrie last scenario to block damage, since I’m proficient with heavy armor. Oh well. Swapped it out for my armor 3 anyway.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Will stat in the festering maze of sloth. Will add in robe of runes for wand of treasure finding

Seoni wrote:

Hand: Surgeon, Wall of fire, Blessing of Abadar 2b, Good omen, Safe Harbour, Blessing of Abadar 2a, Frost ray,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Good omen adds 6 to checks to close or acquire

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


Reta will start at the city gate.

Reta wrote:

Hand: Cleaving Dogslicer +2, Blessing of the Gobs 3, Blessing of the Gobs 1, Magic Studded Leather Armor, Sawtooth Sabre +2, Emerald of Dexterity,

Displayed:
Deck: 13 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 discard the cards to reroll the dice, take the new result.)


Kyra's weapon 4 upgrade will be a Greatclub+3, replacing her weapon2 greatclub+1. Full decklist is in character profile.

She will start at desecrated vault.

Kyra, fireflower wrote:

Hand: BoSarenrae 2, Augury 1, Flaming Scimitar+1, Greatclub+3, BoSarenrae 1,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-5A.
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 and finds spell Detect Evil
Detect Evil DC 4: 1d10 + 4 ⇒ (1) + 4 = 5 acquired

Kyra recharges BoSarenrae2 to explore again
She finds a BoDesna
DC 5 divine: 1d10 + 4 ⇒ (5) + 4 = 9 acquired

Kyra uses Detect evil
Detect Evil recharge DC 6: 1d10 + 4 ⇒ (6) + 4 = 10 recharged
She senses the undead and immediately encounters the monster with her spell.

Zombie DC 9 combat: 1d10 + 1d8 + 9 ⇒ (3) + (8) + 9 = 20 defeated
Is it dead?: 1d6 ⇒ 5 yup, it's dead
Kyra's flaming scimitar makes quick work of the pathetic zombie. She feels a rush come over her and she discards her greatclub to explore again (power feat)

She finds a belt, but she does not know what to do with it.
Belt of incredible dexterity banished

She continues searching by discarding BoDesna
Kyra finds herself upon a strange statue that seem to have a magical power to them. She buries her spell Augury
stone head henchman banished

Kyra attempts to close the location
Close DC 6 divine: 1d10 + 4 ⇒ (9) + 4 = 13 desecrated vault closed
As Kyra is closing the Vault a huge Earth Elemental rushes towards her. Fortunately she closed the Vault door in time to save her from all the baddies left inside of it.

Kyra resets her hand. She has less than 2 cards in discard, so she must discard a card.

Cure 1 discarded

She ends her turn. Her remaining hand is:

Kyra, fireflower wrote:

Hand: Magic Half-Plate, Flaming Scimitar+1, BoSarenrae 1, Find Traps,

Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: Find Traps gives 2 die to check to defeat a barrier. Feel free to use that or my blessing. I have NOT exhausted my 1x scenario reroll for 2-5A.
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 flips a blessing of Desna and explores. She finds some caltrops, which she automatically acquires with Diplomacy and swaps for a random item. She then discards her retriever to explore again and finds an incendiary cloud spell. She discards her top card (Warhorse, so recharged) for a boost to acquire.

Intelligence DC 8: 1d4 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9

She acquires the spell, swaps it for a new one, and ends her turn, recharging her spiked plate when resetting her hand. As per the scenario power, she discards a card after resetting: the higher-level of either her random item or random spell (unless either or both prove to be exceptionally useful, in which case she'll discard her Impaler of Thorns).

Raz wrote:

Hand: Eagle Knight Dress Uniform, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Impaler of Thorns (Loot, replaces Cold Iron Longsword), Random Item or Spell (other discarded)

Displayed:
Deck: 16 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.


Raz' random item:
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.

Raz's random spell:
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.


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

Lirianne flips Blessing of the Gods and uses the Magic Spyglass (discarded) to see what lies ahead (top 3 cards of location deck) at the City Gate. She sees the villain Leaura with a Roc and a Hill Giant. She quietly leaves them alone and moves to the Guard Tower and sees a Longbow (Ranged 5 auto acquired). She discards Double-Barreled Musket, draws Surgeon, and ends her turn.

Lirianne wrote:

Hand: Longbow (ncd), Sniper Goggles, Toxic Blunderbuss +1, Surgeon, Navigator Musket +1, Masterwork Tools,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: For Wisdom checks, I am 1d8+1d6 coz of my Navigator Musket.

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: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 4 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
Blessing C

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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


Blessings Remaining: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 41 Reta)
Spoiler:
Blessing of Irori
Blessing C

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 42 Kyra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 43 Raz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 46 Reta)
Spoiler:
Blessing of 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 7 (Turn 47 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 48 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 9 (Turn 49 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 410 Seoni)
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 11 (Turn 411 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 412 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 13 (Turn 413 Raz)
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 414 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 15 (Turn 415 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 16 (Turn 416 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 17 (Turn 417 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 418 Raz)
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 19 (Turn 419 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 20 (Turn 420 Seoni)
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 21 (Turn 421 Reta)
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 422 Kyra)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 423 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 24 (Turn 424 Lirianne)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 25 (Turn 425 Seoni)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 26 (Turn 426 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Located here: Reta,

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:2 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Seoni

Festering Maze of Sloth Card 1:
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.

Festering Maze of Sloth Card 2:
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.

Festering Maze of Sloth Card 3:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Festering Maze of Sloth Card 4:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 5:
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.

Festering Maze of Sloth Card 6:
Elven Sharpshooter
Ally 5

Traits
Elf
Ranger

Check
Charisma
Diplomacy
Dexterity
Ranged
12

Powers
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Festering Maze of Sloth Card 7:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 8:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 9:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 10:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Guard Tower Card 2:
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.

Guard Tower Card 3:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 4:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 5:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower 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.

Guard Tower Card 7:
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.

Guard Tower Card 8:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 9:
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.

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:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Warrens Card 2:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens Card 3:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 4:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 5:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 6:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 8:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 9:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Raz

Town Square Card 1:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
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.

Town Square Card 2:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Town Square Card 3:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Town Square Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Town Square Card 5:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Town Square Card 6:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Town Square Card 7:
Iron Golem
Monster 5

Traits
Construct
Golem

Check
Combat
22

Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

Town Square Card 8:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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


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

Lirianne discards the Longbow as per scenario power.

Lirianne wrote:

Updated Hand: Sniper Goggles, Toxic Blunderbuss +1, Surgeon, Navigator Musket +1, Masterwork Tools,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: For Wisdom checks, I am 1d8+1d6 coz of my Navigator Musket.

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."


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

Updated Raz hand.

Raz wrote:

Hand: Eagle Knight Dress Uniform, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Headband of Alluring Charisma (box), Holy Light (box),

Displayed:
Deck: 16 Discard: 1 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

Planning on going on a mad explore Seoni displays Wall of fire

She encounters and banishes a bracers of protection she discards blessing of Abadar 2a to explore and runs into a hand chopper she will be discarding her other blessing of Abadar for help with the check

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Using Kyra’s find traps and her blessing of Abadar Seoni attempts the check

Dexterity 12: 5d6 ⇒ (4, 3, 4, 5, 2) = 18

It is defeated and Seoni adds a random spell to her hand

She ends her turn and

recharge wall of fire: 1d12 + 6 ⇒ (6) + 6 = 12 discarded

Discards Inflict

Then reveals surgeon to shuffle card from discard into her deck

Guess what Inflict shuffled back in

Seoni wrote:

Hand: Blessing of Pharasma 1, Blessing of Erastil, Good omen, Safe Harbour, Frost ray,

Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Good omen adds 6 to checks to clos or acquire Blessings 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


Seoni's random spell:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.


During This Adventure: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 5 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Irori

Top 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.


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 51 Kyra)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 52 Raz)
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 3 (Turn 53 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 4 (Turn 54 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 55 Reta)
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 56 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 9 (Turn 59 Seoni)
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 10 (Turn 510 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 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 Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 13 (Turn 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 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 515 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 16 (Turn 516 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 17 (Turn 517 Raz)
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 18 (Turn 518 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 19 (Turn 519 Seoni)
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 20 (Turn 520 Reta)
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 521 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 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 Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 524 Seoni)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 525 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1
Located here: Reta,

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni

Festering Maze of Sloth Card 1:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Festering Maze of Sloth Card 2:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
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.

Festering Maze of Sloth Card 4:
Elven Sharpshooter
Ally 5

Traits
Elf
Ranger

Check
Charisma
Diplomacy
Dexterity
Ranged
12

Powers
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Festering Maze of Sloth Card 5:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 6:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 7:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 8:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Guard Tower Card 2:
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.

Guard Tower Card 3:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 4:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 5:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower 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.

Guard Tower Card 7:
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.

Guard Tower Card 8:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 9:
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.

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:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Warrens Card 2:
Aid
Spell B

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Warrens Card 3:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 4:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 5:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 6:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 8:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 9:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 10:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Raz

Town Square Card 1:
Mirror Image
Spell B

Traits
Magic
Arcane

Check
Intelligence
Arcane
6

Powers
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
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.

Town Square Card 2:
Traitor
Monster C

Traits
Human
Elite

Check
Combat
11

Powers
Before the encounter, discard a random ally from your hand.

Town Square Card 3:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Town Square Card 4:
Troubadour
Ally B

Traits
Halfling
Basic

Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6

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

Town Square Card 5:
Shalelu Andosana
Ally B

Traits
Elf
Scout

Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7

Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.

Town Square Card 6:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Town Square Card 7:
Iron Golem
Monster 5

Traits
Construct
Golem

Check
Combat
22

Powers
You may not play spells with the Attack trait.
Before the encounter the Golem deals 1d4-1 damage to a random character at this location. Roll 1d4 for the type of damage:
1. Cold
2. Electricity
3. FIre
4. Ranged Combat

Town Square Card 8:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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


Reta goes to join Raz at the Town Square.

She explores, and finds a spell. She doesn't know what to do with it, since she can't read, so she just ignores it.

Reta discards a blessing to explore again.

She finds a traitor! There are no blessings in her hand, so she does not have to discard.
She smites the traitor with her shiny sabre!
1d10 + 6 + 1d6 + 2 ⇒ (3) + 6 + (1) + 2 = 12

She buries the discarded blessing to explore again, and finds a henchman!

She doesn't have any spells, so she has to fight it! She uses her sabre to try to smite it!
1d10 + 6 + 1d6 + 2 ⇒ (7) + 6 + (3) + 2 = 18
However, since she didn't use a spell, she (and Raz) take 1d4 - 1 ⇒ (1) - 1 = 0 damage.

Reta banishes a blessing of the gobs to close the location.
Dogslicer is recharged and replaced with shortbow by when closing text.

Emerald of Dexterity is discarded due to scenario text.

Reta draws up and ends her turn.

Reta wrote:

Hand: Force Shortbow +1, Improvised Monster, Blessing of Hadregash, Magic Studded Leather Armor, Sawtooth Sabre +2, Xoff,

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 discard the cards to reroll the dice, take the new result.)


fina traps dc 8 divine: 1d10 + 4 ⇒ (7) + 4 = 11 recharged

Kyra flips over BoPharasma

She then moves to Warrens and explores. She finds a Scythe

Scythe+1 DC 11 melee: 1d10 + 4 ⇒ (2) + 4 = 6 bansished.

Kyra recharged BoSarenrae to explore again. She finds a spell Aid. but she does not attempt to acquire it. Spell Aid removed from the game

She resets her hand and ends turn.

She has fewer than 7 cards in discard pile so scenario pile makes her discard Longsword. Her new hand is:

Kyra, fireflower wrote:

Hand: BoGorum 1, Magic Half-Plate, Flaming Scimitar+1, BoCaydenCailean,

Displayed:
Deck: 12 Discard: 4 Buried: 1
Notes: Feel free to use blessings if needed. I have NOT exhausted my 1x scenario reroll for 2-5A.
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.


During This Adventure: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 7 Raz/Chris

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
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 Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 71 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 2 (Turn 72 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 3 (Turn 73 Reta)
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 74 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 75 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 6 (Turn 76 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 77 Seoni)
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 8 (Turn 78 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 79 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 10 (Turn 710 Raz)
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 711 Lirianne)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 712 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 13 (Turn 713 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 714 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 715 Raz)
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 16 (Turn 716 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 17 (Turn 717 Seoni)
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 18 (Turn 718 Reta)
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 719 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 20 (Turn 720 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 21 (Turn 721 Lirianne)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 722 Seoni)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 723 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni

Festering Maze of Sloth Card 1:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Festering Maze of Sloth Card 2:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
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.

Festering Maze of Sloth Card 4:
Elven Sharpshooter
Ally 5

Traits
Elf
Ranger

Check
Charisma
Diplomacy
Dexterity
Ranged
12

Powers
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Festering Maze of Sloth Card 5:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 6:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 7:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 8:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Scythe +1
Weapon 2

Traits
Scythe
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

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

Guard Tower Card 2:
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.

Guard Tower Card 3:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 4:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 5:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower 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.

Guard Tower Card 7:
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.

Guard Tower Card 8:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 9:
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.

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

Warrens Card 1:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 2:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 3:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 4:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 6:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 7:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 8:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

Town Square
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: Raz, Reta


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

Raz peeks at the top card of Reta's deck, telling her what it is, then heads over to the guard tower to explore. She finds a magic scythe, and attempts to acquire using her headband.

Diplomacy DC 11: 1d10 + 5 ⇒ (3) + 5 = 8

She fails to acquire. With no more explorations left, she resets her hand and discards her Holy Light spell as per the scenario power.

Raz wrote:

Hand: Eagle Knight Dress Uniform, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Headband of Alluring Charisma (box), Shocking Lance +1,

Displayed:
Deck: 15 Discard: 2 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 the Gods and encounters a Bandit at the Guard Tower. Top deck Quartermaster is recharged; Double-Barreled Musket from discards is recharged; does not recharge to draw a card. The Bandit forced her to recharge the Navigator Musket +1; she answers with her Toxic Blunderbuss +1.

Combat 8: 2d10 + 5 ⇒ (3, 5) + 5 = 13 One Bandit down. Ammo Out 1: 1d12 ⇒ 11 Still good. She gets a chance to explore and sees a magic potion but decides to leave it where it is (banished). She asks the Surgeon to heal her meager wounds (Magic Spyglass shuffled back and Surgeon recharged) and ends her turn by drawing back up and discarding the Toxic Blunderbuss.

Lirianne wrote:

Hand: Blessing of Alkenstar, Sniper Goggles, Navigator Musket +1, Quartermaster, Masterwork Tools,

Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: Blessing of Alkenstar is available for important checks. For Wisdom checks, I am 1d8+1d6 coz of my Navigator Musket.

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: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 9 Seoni/Merisal The Risen

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 91 Reta)
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 2 (Turn 92 Kyra)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 93 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 4 (Turn 94 Lirianne)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 5 (Turn 95 Seoni)
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 6 (Turn 96 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 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 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 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 the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 911 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 912 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 13 (Turn 913 Raz)
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 14 (Turn 914 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 15 (Turn 915 Seoni)
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 916 Reta)
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 917 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 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 Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

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

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 921 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:1 ?:1
Located here: Seoni

Festering Maze of Sloth Card 1:
Warlord
Monster B

Traits
Human
Fighter
Veteran

Check
Combat
9

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

Festering Maze of Sloth Card 2:
Restoration
Spell 4

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 3:
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.

Festering Maze of Sloth Card 4:
Elven Sharpshooter
Ally 5

Traits
Elf
Ranger

Check
Charisma
Diplomacy
Dexterity
Ranged
12

Powers
Recharge this card to add 1d6+1 with the Magic trait to your Ranged combat check.
Discard this card to explore your location.

Festering Maze of Sloth Card 5:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 6:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 7:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 8:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 2:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 3:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower 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.

Guard Tower Card 5:
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.

Guard Tower Card 6:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 7:
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.

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

Warrens Card 1:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 2:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 3:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 4:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 6:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 7:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 8:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

Town Square
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

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips a blessing of the gods and explores the festering maze and encounters a warlord

frost ray dc 14: 1d12 + 6 + 2d6 - 3 ⇒ (5) + 6 + (6, 2) - 3 = 16
frost ray recharge dc 8: 1d12 + 6 ⇒ (3) + 6 = 9
she discards blessing of Erastil to explore again and finds a restoration spell

She uses good omen to add +6 to her check to acquire using her knowledge

knowledge dc 12: 1d8 + 2 + 4 + 6 ⇒ (5) + 2 + 4 + 6 = 17

good omen recharge dc8: 1d12 + 6 ⇒ (7) + 6 = 13

She ends her turn and resets her hand

Seoni wrote:

Hand: Restoration 4, Blessing of Pharasma 1, Reveller, Apprentice, Safe Harbour, Swipe,

Displayed:
Deck: 11 Discard: 5 Buried: 0
Notes: Blessings available posible comboed with swipe

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


Inflict was drawn and then discarded


(I made an error on my previous turn, so my shortbow should be considered to be the top card in my deck which Raz peeked at)

Reta goes to the Sloth Maze to help Seoni. Along the way, she skips and sings one of her horrible goblin songs.

When she gets there, she explores and finds a warlord! She swings her sabre at him!

1d10 + 6 + 1d6 + 2 ⇒ (3) + 6 + (3) + 2 = 14

She reveals Improvised Monster to add him to her hand.

Then she discards Xoff to look at the top three cards.

She puts the spell down, then the ally on top of it, and the blessing on top of that. Then Xoff lets her explore, and she automatically acquires a Blessing of the Gods. She discards this blessing to explore again, and finds a ally. (discarding blessing of Hadregash)

ranged: 2d10 + 6 ⇒ (3, 10) + 6 = 19

She acquires the Elven Sharpshooter.

Reta draws up, and then discards Warlord.

Reta wrote:

Hand: Improvised Monster, Elven Sharpshooter (ncd), Magic Studded Leather Armor, Sawtooth Sabre +2, Force Shortbow +1,

Displayed:
Deck: 10 Discard: 5 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 discard the cards to reroll the dice, take the new result.)


It's too late to edit, but I missed Seoni's turn. The only differences in the end are that I still have the Blessing of the Gods that I found, and I would have put the henchman on top of the mummy with Xoff. The force shortbow would have been discarded for scenario text.

Reta wrote:

Hand: Blessing of the Gods (ncd), Improvised Monster, Elven Sharpshooter (ncd), Magic Studded Leather Armor, Sawtooth Sabre +2,

Displayed:
Deck: 10 Discard: 5 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 discard the cards to reroll the dice, take the new result.)


During This Adventure: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 11 Kyra/redeux

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

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 113 Seoni)
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 4 (Turn 114 Reta)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 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 Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 7 (Turn 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 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 119 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 1110 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 1111 Raz)
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 12 (Turn 1112 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 13 (Turn 1113 Seoni)
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 14 (Turn 1114 Reta)
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 15 (Turn 1115 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 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 Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

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

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 1119 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
At This Location: You may play no more than 1 card per check, regardless of type.
When Closing: Succeed at a Constitution or Fortitude 12 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta, Seoni

Festering Maze of Sloth Card 1 - Stone Head:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Festering Maze of Sloth Card 2 - Mummy:
Mummy
Monster 5

Traits
Undead
Mummy

Check
Combat
21

Powers
The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.

Festering Maze of Sloth Card 3:
Raise Dead
Spell 5

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Discard this card and choose a dead character. His player shuffles 10 of his buried cards at random into his character deck and draws a new hand. The character is no longer dead.
After playing this card, if you do not ave the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

Festering Maze of Sloth Card 4:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

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

Guard Tower Card 1:
Aldern Foxglove
Ally 1

Traits
Human
Noble

Check
Charisma
Diplomacy
4

Powers
Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.

Guard Tower Card 2:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Guard Tower Card 3:
Ghoul Bat
Monster 4

Traits
Undead

Check
Combat
17

Powers
Bury any card with the Magic trait played during this encounter, unless that card would be banished.

Guard Tower 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.

Guard Tower Card 5:
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.

Guard Tower Card 6:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Guard Tower Card 7:
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.

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

Warrens Card 1:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Warrens Card 2:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 3:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 4:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 5:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 6:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 7:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 8:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

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


Kyra explores the Warren. She finds an Archer but chooses not to attempt to acquire. archer removed from game

Kyra resets her hand and ends turn. She drew an evangelist and discards BoGorum1

Kyra, fireflower wrote:

Hand: Magic Half-Plate, Flaming Scimitar+1, BoCaydenCailean, Evangelist,

Displayed:
Deck: 11 Discard: 5 Buried: 1
Notes: BoCC will give +2 die to festering maze closing. I have NOT exhausted my 1x scenario reroll for 2-5A.
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 peeks at Lirianne's top card, then encounters a bandit henchman. She automatically defeats it with Mokmurian's club (Combat 1d10+1d8+6 vs. DC 8), recovering a random card from her discard pile 1d2 ⇒ 1.

Raz explores and meets Aldern Foxglove, automatically recruiting him (Diplomacy 1d10+4 vs DC 4). With no more explorations left, she discards Aldern and ends her turn.


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

Lirianne sees the that the top card of her deck is the Magic Spyglass. On her turn, she flips Blessing of the Gods and encounters a Bandit. Does not peek at top deck; recharged Toxic Blunderbuss from the discard pile; recharges Masterwork Tools to draw Magic Spyglass. Bandit forced her to recharge Quartermaster. She fires her Navigator Musket wearing her Sniper Goggles.

Combat 8: 2d10 + 9 ⇒ (3, 4) + 9 = 16 Three Bandits down. Ammo Out 1: 1d12 ⇒ 6 Still loaded. She encounters the Stone Head henchman. She uses the musket + goggles again.

Combat 16: 2d10 + 9 ⇒ (10, 5) + 9 = 24 Stone blasted to bits. Shrapnel damage: 1d4 - 1 ⇒ (4) - 1 = 3 She discards everything but the Blessing of Alkenstar. Raz also needs to discard. She then uses the blessing to close, adding 1d12 to her meager 1d4 strength.

Strength 5: 1d4 + 1d12 ⇒ (3) + (6) = 9 Location closed and blessing recharged. She draws back up, discards Hand Cannon, and ends her turn.

Lirianne wrote:

Hand: Snakeskin Tunic, Shock Musket +1, Black Arrow Ranger, Dragonsbreath Shot, Alchemist's Suit,

Displayed:
Deck: 10 Discard: 5 Buried: 0
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."

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips blessing of Torag and encounters a stone head she buries safe harbour to defeat it then buries restoration to give her +4 on her close check discards her own blessing and Kyra’s BoCC

con check dc 12: 4d6 + 4 ⇒ (5, 6, 1, 2) + 4 = 18

Location closed

Hand reset then reveller discarded

Seoni wrote:

Hand: Headband of alluring charisma, Wand of enervation, Apprentice, Blessing of Pharasma 2, Sihedron medallion, Swipe,

Displayed:
Deck: 7 Discard: 7 Buried: 2
Notes: Blessings available posible comboed with swipe

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


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

Raz buries her armor to negate the damage. Her top card is a blessing of Sarenrae.


During This Adventure: 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 Scenario: After you reset your hand, if there are fewer than 7 cards in your discard pile, discard 1 card.

Turn: 15 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Shelyn

Top Blessing:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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


Blessings Remaining: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 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 2 (Turn 152 Raz)
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 3 (Turn 153 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 4 (Turn 154 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 155 Reta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 156 Kyra)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 157 Raz)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 158 Lirianne)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 9 (Turn 159 Seoni)
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 10 (Turn 1510 Reta)
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 11 (Turn 1511 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 1512 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 13 (Turn 1513 Lirianne)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 14 (Turn 1514 Seoni)
Spoiler:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 1515 Reta)
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.

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1

City Gate Card 1 - Leaura:
Leaura
Villain Monster 5

Traits
Changeling
Fighter

Check
Combat
25
THEN
Combat
25

Powers
Before you act, succeed at a Dexterity or Acrobatics 9 check or when Leaura would be defeated, reroll the dice; Leaura is defeated or undefeated based solely on the result of the new roll.

City Gate Card 2 - Roc:
Roc
Monster 4

Traits
Animal

Check
Combat
17

Powers
If undefeated, move to a random open location and shuffle the Roc into that deck.

City Gate Card 3 - Hill Giant:
Hill Giant
Monster 4

Traits
Giant

Check
Combat
15

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

City Gate Card 4:
Greatclub +3
Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check
Strength
Melee
13

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

City Gate Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

City Gate Card 6:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

City Gate Card 7:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

City Gate Card 8:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

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

City Gate Card 9:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

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

City Gate Card 10:
Snake
Ally C

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.

Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1

Courtyard 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.

Courtyard Card 2:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

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

Courtyard Card 3:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Courtyard Card 4:
Hill Giant
Monster B

Traits
Giant

Check
Combat
15

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

Courtyard Card 5:
Magic Leather Armor
Armor C

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

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

Courtyard Card 6:
Warhammer
Weapon B

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

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

Courtyard Card 7:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Courtyard Card 8:
Ogrekin
Monster 3

Traits
Giant
Ogrekin

Check
Combat
13

Powers
When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.

Courtyard Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Courtyard Card 10:
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.

Festering Maze of Sloth
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, Seoni

Guard Tower
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: Raz, 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:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Kyra

Warrens Card 1:
Glaive
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Elite

Check
Strength
Melee
9

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

Warrens Card 2:
Masterwork Tools
Item B

Traits
Tool
Elite

Check
Dexterity
Disable
7

Powers
Reveal this card to add 2 dice to your Disable check.
Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

Warrens Card 3:
Door Spike
Barrier 3

Traits
Trap

Check
Dexterity
Disable
Wisdom
Perception
12

Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.

Warrens Card 4:
Stone Head
Henchman Barrier 5

Traits
Trap
Magic

Check
Combat
Disable
16

Powers
You may bury a spell to defeat the Stone Head. If you defeat it any other way, the Stone Head delas 1d4-1 Electricity damage to each character at this location.
If undefeated, you may return the Stone Head to the top of this location deck.
If defeated, you may immediately attempt to close this location.

Warrens Card 5:
Shining Child
Monster 5

Traits
Outsider

Check
Combat
20

Powers
The Shining Child is immune to the Fire and Poison traits.
All damage dealt by the Shining Child is Fire damage.

Warrens Card 6:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Warrens Card 7:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

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

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


The little goblin sings (or maybe screeches is a better word) and skips over to the courtyard, ready to chase the villain away if she tries to enter.

She discards most of her hand, and draws new cards to try to help her friends.

Reta wrote:

Hand: Blessing of the Gods (ncd), Mighty Steed, Blessing of Lamashtu, Javelin of Lightning, Animalbane Crossbow +2, Blessing of the Gobs 2,

Displayed:
Deck: 5 Discard: 9 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 discard the cards to reroll the dice, take the new result.)


Kyra moves to Courtyard. She does not explore.

She resets her hand and ends turn. She has 7 cards in discard so she does not need to discard from scenario power.

Kyra, fireflower wrote:

Hand: BotDawnflower, BoSarenrae 3, BoGorum 2, Pearl of Wisdom, Evangelist,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes: Feel free to use blessings if needed. I have NOT exhausted my 1x scenario reroll for 2-5A.
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 uses her character mat power to discard her headband and draw her blessing of Sarenrae. She moves to the City Gate and waits for Seoni to join her. She resets her hand and discards her scribe as per the scenario power.

Raz wrote:

Hand: Blessing of Sarenrae, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Pit Gladiator, Shocking Lance +1,

Displayed:
Deck: 13 Discard: 4 Buried: 1
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 moves to the Warrens and does not explore. She discards everything but the Black Arrow Ranger and Snakeskin Tunic. She draws Blessings of Erastil and Milani as two of the cards drawn and ends her turn.

Lirianne wrote:

Hand: Snakeskin Tunic, Double-Barreled Musket, Black Arrow Ranger, Blessing of Erastil, Old Salt, Blessing of Milani,

Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes: Blessings of Erastil and Milani are available for the villain checks. I auto-succeed on the temp closing at the Warrens because of Old Salt (+5 to Dex) and Snakeskin Tunic (+1).

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."


Reta's prerolled temp close check, if needed:

Reta uses a blessing of Milani from one of her friends on her close check.
3d10 + 4 ⇒ (10, 8, 4) + 4 = 26

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips a blessing of the gods and heads to the city gate for a showdown with the villain

Close checks are done

So Kyra can throw Blessing of the dawn flower and gorum at the final check leaving 1 blessing for my check
Reta blessing of Lamashtu for final blessing for Seoni
Lirianne Erastil for 1 check
Raz sarenrae for 1 check
myself phaasma for 1 check

For the first check (having failed the bya check)
I will play Swipe with Headband recharge apprentice and my blessing of pharasma with 2 blessing from Kyra and Reta too

swipe dc 22: 5d12 + 7 + 1d6 + 1d8 ⇒ (9, 8, 4, 3, 10) + 7 + (3) + (7) = 51
Going again just in case it is read as every combat check
swipe dc 22: 5d12 + 7 + 1d6 + 1d8 ⇒ (2, 10, 8, 10, 10) + 7 + (4) + (6) = 57

swipe recharge 10: 1d12 + 7 ⇒ (2) + 7 = 9

Then use wand of enervation to reduce dc of final check by
wand of enervation: 1d4 + 4 ⇒ (4) + 4 = 8

So Dc of final check is 17 with 7 extra dice from 5 blessings (2 Kyra inc 1 Gorum, 1 Lamashtu from Reta, 1 Liriane, 1 raz)

Raz over to you (wanna headbutt the final check)


Per discussion in our hangout lirianne asked us to reveal snakeskin tunic and use Old salt to auto-succeed Warrens temp close check prior to villain combat.

I intended to recharge pearl of wisdom and use evangelist in an attempt to save us some blessings
DC 10 dex: 1d10 + 1 ⇒ (2) + 1 = 3 kyra failed to temp close courtyard

At which point it looks like Reta was successful in temp closing courtyard

For final check Kyra offers her Botdawnflower and BoGorum


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

Raz charges the villain for the final combat check, discarding her top card and her shocking lance as well as all of the remaining available blessings.

Dexterity DC 9: 1d8 + 1d6 + 1 ⇒ (4) + (5) + 1 = 10
Combat DC 17: 9d8 + 3d6 + 7 ⇒ (4, 5, 6, 4, 7, 3, 3, 7, 7) + (2, 4, 3) + 7 = 62
Combat DC 17 reroll: 9d8 + 3d6 + 7 ⇒ (5, 1, 3, 2, 2, 4, 2, 7, 2) + (4, 5, 2) + 7 = 46

The villain is easily defeated, and the party is victorious!


DEVELOPMENT:
It was a close call, but you somehow managed to defeat Leaura, the woman who called herself the guardian of this strange place, the Sihedron of Sloth. The moment she succumbed, the busts that were trying to blast you into oblivion deactivated, too. You find it likely that Leaura controlled them, but you certainly can’t be sure. Should you just walk away, and pretend you never saw this place? Or should you try to enter the mansion?

In an instant, it doesn’t matter. Blackness surrounds you, and existence itself disappears before your very eyes!

SCENARIO REWARD:
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in her deck with the loot Fanged Falchion. At the end of each scenario, return the loot to the game box.

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

ACQUIRED CARDS:
Weapon C Longbow
Spell 4 Restoration
Spell B Detect Evil
Spell B Holy Light
Spell B Inflict
Item 3 Headband of Alluring Charisma
Ally 5 Elven Sharpshooter
Ally 1 Aldern Foxglove
Blessing B Blessing of Desna
Blessing B Blessing of the Gods


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

Raz is shooting for the ally 5. 1d1000 ⇒ 60


Reta wants a dinosaur friend! (aka ally 5)
1d1000 ⇒ 705


skill upgrade: str +1
replacing banished blessing of the gobs with blessing of Hadregash (blessing 3)


Str+1 for Kyra

She really wants an Ally 5, but it is second on her list and sees others want it more. No upgrade for Kyra unless for some reason Seoni doesn't take spell 4. Spell 4 is low on Kyra'a list so not an immediate need

Kyra, fireflower wrote:

Hand:

Displayed:
Deck: 19 Discard: 0 Buried: 0
Notes: Feel free to use blessings if needed. I have NOT exhausted my 1x scenario reroll for 2-5A.
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 [X]+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 will not have a deck upgrade. She will take +3 Dexterity skill feat.

Skills and Powers:
SKILLS
STRENGTH d4 []+1
DEXTERITY d10 [x]+1 [x]+2 [x]+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."


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

With no more high-level allies available, Raz will take a Charisma skill feat and no deck upgrades.

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