Raz 125136-1002 |
Raz flips a blessing of Iomedae and automatically defeats the summoned bandit by discarding her warhammer +1. She explores and encounters a toad, automatically acquiring it using her headband.She uses it to explore again, finding a dogslicer.
Diplomacy DC 9: 1d10 + 6 ⇒ (1) + 6 = 7
The weapon is banished. She discards her blessing to explore again, finding a second toad, which she also acquires. She discards it to explore again, finding a winged shield! She uses her headband and discards her top card (merchant lord) for a boost
Diplomacy DC 11: 1d10 + 1d6 + 7 ⇒ (2) + (5) + 7 = 14
She acquires the shield, then closes the location.
Retroactive Close from Villain: 1d8 + 2 ⇒ (6) + 2 = 8
Strength 5: 1d8 + 2 ⇒ (6) + 2 = 8
She then discards her new shield to move to the villain's location, resets her hand, and ends her turn.
Hand: Headband of Alluring Charisma (box), Lance +1, Shocking Lance +1, Frost Longbow +1 (box), Pegasus,
Displayed:
Deck: 9 Discard: 14 Buried: 0
Notes:
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 [X]+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 ([X] 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.
MorkXII |
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: At the start of your turn, either skip your move step or you are dealt 1d4 Mental damage that cannot be reduced.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
4
Powers
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 4
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
12
Powers
Reveal this card and choose another character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, and 1d4+1 random cards from your own discard pile into your deck, then discard this card.
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.
Turn: 13 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Courtyard
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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
Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:0
Located here: Kyra, Lirianne, Reta
Notes: Swipe
Spell 3
Traits
Magic
Arcane
Divine
Attack
Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6
Powers
Discard this card to decrease the difficulty of a combat check by 3. If your character is attempting the check, you may roll your Arcane or Divine die + 1d8 for your combat check.
Discard this card to succeed at your check to acquire a weapon, an armor, or an item.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:0 Bl:2 ?:2
Located here: Seoni
Villain Monster 5
Traits
Human
Cultist
Check
Combat
23
THEN
Combat
Divine
23
Powers
If the check to defeat has the Divine trait, subtract 1 from each die you roll.
Spell 3
Traits
Magic
Divine
Healing
Check
Wisdom
Divine
8
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Fire
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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.
Barrier 4
Traits
Cache
Check
Wisdom
Survival
13
Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
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.
Henchman Monster 5
Traits
Human
Fighter
Wizard
Check
Combat
20
Powers
Before the encounter, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1 Fire damage.
If undefeated, the Warrior of Wrath deals 1d4 Force damage to a random character at your location.
If defeated, you may immediately attempt to close this location.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
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
Shadow Clock
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Lirianne 1005 |
Henchman Dexterity BYA 12 during Reta's turn, using Black Arrow Ranger: 1d10 + 3 + 1d6 + 1 ⇒ (8) + 3 + (4) + 1 = 16
Lirianne flips Blessing of Lamashtu. Skips doing anything, discards everything but Blessing of Alkenstar, recharges Sniper's Studded Leather, draws Blessings of Erastil and Calistria among others, and ends her turn.
Hand: Shock Musket +1, Expeditious Chain Mail, Navigator Musket +1, Blessing of Calistria, Blessing of Alkenstar 1, Blessing of Erastil,
Displayed:
Deck: 3 Discard: 8 Buried: 4
Notes: Blessings available.
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 ([x] 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."
Merisiel Seoni 1006 |
Seoni flips blessing of the gods explores and encounters the villainous Ruyia dressed in green "So it was the reverend green in the library with a candlestick"
What the villain isn't going to come quietly. Seoni will have to blast Ruyia instead then
so using kyras blessing of Torag on Kyras close check or banishing one of Liriannes blessings the shrine is closed
discarding the blessing of abadar to power first check adding my blessing of pharasma and 1 each from reta kyra and Lirianne (not lamashtu) and burying blessing of gozreh for and extra plus 3 and 1 from heaedband
arcane 23: 6d12 + 1d6 + 8 + 3 + 1 - 7 ⇒ (7, 8, 2, 1, 11, 11) + (6) + 8 + 3 + 1 - 7 = 51
Discarding surgeon to power second check with retas blessing of lamashtu buried with the robe of runes buried for 4 3 other blessings and my headband too
arcane 23: 6d12 + 1d6 + 8 + 4 + 1 - 7 ⇒ (9, 8, 7, 7, 6, 8) + (4) + 8 + 4 + 1 - 7 = 55
Not sure if those blessings add the divine trait to the check but didnt matter (not even for Retas checks)
MorkXII |
DEVELOPMENT:
Long live Krune—Krune is dead! Or at least he remains missing, and the deranged cultists who wished to transfer his mind into your body are defeated. As Ruyla sputtered her last words, a shimmering blue gate opened near her. She crawled toward it, ostensibly to escape, but you made sure that didn’t happen.
Now you’ve quelled the danger here, and Rulya’s gate glimmers enticingly. Should you step through it, and hope that it deposits you back on Hollow Mountain?
You’ve now defeated two runelords’ evil forces, and you’ve got nothing to lose. You leap through the portal, where adventure no doubt awaits!
SCENARIO REWARD:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Staff of Hungry Shadows. At the end of each scenario, return the loot to the game box.
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.
ADVENTURE REWARD:
For the rest of the Adventure Path, for your move step, you may shuffle a random card from your discard pile into your deck. Note this reward on your Chronicle sheet.
ACQUIRED CARDS:
Weapon 3 Frost Longbow +1
Weapon 2 Scythe +1
Weapon B Warhammer +1
Armor 5 Winged Shield
Item 4 Headband of Inspired Wisdom
Item 3 Headband of Alluring Charisma
Ally 3 Giant Badger
Ally 1 Toad
Ally 1 Toad
Blessing B Blessing of Irori
Blessing B Blessing of the Gods
Blessing B Blessing of Torag
Adventure 6! Well done!
Merisiel Seoni 1006 |
Nice staff if no one else wants the emerald codex I may take that instead
No upgrades for Seoni
MorkXII |
2-6: THE SHATTERED BLADES OF ALAZNIST
Choking darkness, black as far as the eye can see, envelops you. Air comes in gasps, as if it’s threadbare and thin, and the stone wall beside you vaults upward steeply. When you leapt through the shimmering portal in the Sihedron of Sloth, you expected the lush vista of a mountainside path to greet you on the other side. Instead, it feels like you’ve stepped back inside the mountain itself. What’s more, from the dizzying effects you’re experiencing, it seems you’ve landed somewhere near the peak.
Striking a torch alight, you shake the fog from your head. What manner of unholy chambers have you managed to stumble upon now? Stomach sinking, you realize that there’s no exit in sight. There is only a narrow, roughly worked stone corridor ahead, and no hints of signposts or alternate routes. A bad feeling starts to sink in—until you recount all the heroics you’ve accomplished so far. You’ve conquered Xin-Bakrakhan, survived Envy’s mighty simulacrum, and stopped cultists from transferring the mind of Sloth into your f lesh! You’ve faced all the horrors Hollow Mountain could throw your way, and you’ve not only survived—you’ve thrived, and you’ve claimed more than a few priceless treasures for your efforts. What’s one little walk through the darkness in comparison?
Your heart full and optimism singing in your steps, you wind your way through the narrow corridor. You navigate so many twists and turns that you no longer have any sense of the direction you’re headed, but the tunnel can’t stretch much farther, you think.
Finally, the corridor widens into a cavern. A startling sight greets you. Illuminated with a row of f lickering sconces is a great marble wall, and in its center is a round vault door. Carved prominently into the door is a symbol you recognize with baff lement: the ancient Thassilonian rune for Gluttony. Below the symbol is a sobering phrase: The Gravevault of Wrath.
Were the cavern unoccupied, a moment of panic may have set in. But there’s no time for comparisons to the Wrathworks; slumped in front of the vault is a blanched-faced woman, her breastplate dinged and her shoulder bloodied. When she sees you, her eyes flare to life, and the panic on her face is evident.
Scrabbling to her feet, she manages to blurt out in desperation.
“You’ve got to help me! My wife’s in there!
MorkXII |
2-6A: A GRIM CONTINGENCY
Once the woman’s initial panic ebbs, she takes a deep breath and holds her injured shoulder gingerly.
“Name’s Mayala,” she says, offering a polite nod in greeting. “I didn’t mean to set upon you like that, it’s just… I’m at a loss, if I’m being honest.”
“My wife and I are adventurers from Kaer Maga. For years, Brynne has sat with some strange old stories she heard as a girl—their family is descended from some sort of powerful Thassilonian who was once an advisor to Zutha, the Runelord of Gluttony. According to family lore, Brynne’s ancestor betrayed Zutha to the Runelord of Wrath. He stole a buncha Zutha’s research and gave it to Alaznist, supposedly on promises of great power from his new mistress. But no one knows how it all turned out.
“Brynne was always desperate to find out the truth. So, I did some research, and found out about this facility. We traveled all the way to the mountain, fought a buncha horrifying things, and found some sorta teleportation ring to the vault here. Only as we tried to figure out the place, something happened to Brynne. It was like she became a golem—she walked forward, ignoring my yells, right through the stone vault! I tried to follow,” she points at her bloodied shoulder, “but got only this for my effort!”
Panic again besets Mayala, but you do your best to calm her. Of course you’ll help find Brynne, you assure her. And it takes you a while, but eventually the creaky vault door opens.
But Brynne’s not inside. Instead, you’ve seemingly stumbled into a graveyard—only the plots are empty, and standing in front of you are rows of stinking, howling corpses, their bone-bows trained on you unerringly, jaws slathering with hunger.
Things just got a lot more complicated.
VILLAIN:
Baykok Lord
HENCHMEN:
Baykoks
DURING THIS SCENARIO:
Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Start player: 1d5 ⇒ 2 = Seoni.
MorkXII |
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: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 1 Seoni/Merisal The Risen
Top of Blessing Discard Pile: Blessing of Desna
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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
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.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:1
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Armor 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Barrier 4
Traits
Cache
Check
Wisdom
Survival
13
Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 3
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Trap
Magic
Arcane
Check
Dexterity
Disable
Arcane
14
Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Monster 6
Traits
Giant
Check
Combat
23
Powers
The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder during the check is dealt to each character at this location.
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:2 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 4
Traits
Accessory
Magic
Check
Wisdom
7
Powers
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
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.
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.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spell 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.
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.
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 4
Traits
Animal
Check
Combat
16
Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Kyra #274929-1002 |
Kyra will head to Ravenous Crypts of Gluttony
hand size increased by 2
Hand: BoSarenrae, BoGorum 2, BoSarenrae 3, Magic Half-Plate, BoSarenrae 1, Flaming Scimitar+1, BotDawnflower, Spellsword+2,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-6A.BotDawnflower:same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.
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 [X]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.
Lirianne 1005 |
Lirianne will start at the Vault of Greed.
Hand: Musket +2, Magic Spyglass, Navigator Musket +1, Blessing of Alkenstar 1, Hand Cannon, Sniper Goggles,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Blessing of Alkenstar available.
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 ([x] 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 by Redelia |
Reta will start at the Vault of Greed.
Hand: Flaming Scimitar +1, Blessing of Hadregash 1, Blessing of the Gobs 2, Climber's Gloves, Planar Crossbow +2, Improvised Monster, Blessing of Lamashtu,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
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 [x]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.)
Merisiel Seoni 1006 |
Seoni will start in the Thassalonian dungeon
Hand: Swipe, Blessing of Gozreh, Good omen, Scrying, Blessing of Lamashtu 4, Poison blast, Headband of alluring charisma,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Blessings and spells form emerald codex available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
reserving gozreh blessings for close checks and good omen for close checks or tier 6 stuff lamashtu blessing is available poison blast the first card to discard
Raz 125136-1002 |
Raz will start in the treacherous cave.
Hand: Varisian Illusionist, Boomcrown, Pit Gladiator, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Blessing of Iomedae,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes:
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 [X]+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 ([X] 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.
Merisiel Seoni 1006 |
seoni explores and finds a speed spell which she auto acquires
Seoni scrys the catacombs for monsters. she finds a ghoul a shadow and a stone giant keeps them in that order and puts the rest of the deck shuffled on top
scry recharge 12: 1d12 + 7 ⇒ (5) + 7 = 12
She does not draw a card as she has a full hand ends her turn
Blessing of Lamashtu available as is speed (+3 dex when displayed)
(keeping blessing of Gozreh and good omen for close checks)
Hand: Swipe, Blessing of Gozreh, Good omen, Blessing of Lamashtu 4, Poison blast, Headband of alluring charisma, Speed,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6)
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
Reta by Redelia |
Reta flips over a blessing of Gorum.
She explores her location, and finds an enchanter!
She discards her gloves for damage.
Then she shoots her crossbow at the nasty casty.
2d10 + 6 + 2 ⇒ (7, 10) + 6 + 2 = 25
The nasty casty is defeated, doing one more fire damage to the poor, defenseless little goblin (discarding scimitar)
Reta grabs the nasty casty and sticks her in her hand to use to fight a later monster (reveals improvised monster)
Reta draws up and ends her turn.
Hand: Enchanter, Blessing of Hadregash 1, Blessing of the Gobs 2, Cleaving Dogslicer +2, Planar Crossbow +2, Improvised Monster, Blessing of Lamashtu,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
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 [x]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.)
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 3 Kyra/redeux
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 27
Blessings Deck
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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
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.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:1
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
When Closing: Succeed at a Wisdom or Survival 12 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:2 ?:1
Located here: Kyra
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Armor 4
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
8
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Barrier 4
Traits
Cache
Check
Wisdom
Survival
13
Powers
If defeated, you may examine the top 3 cards of the location deck and return them in any order.
If undefeated, you may banish this barrier.
Monster 6
Traits
Yeti
Check
Combat
18
Powers
The Abominable Snowman is immune to the Cold trait.
Add 1 die to checks to defeat the Abominable Snowman with the Fire trait.
If undefeated, damage dealt by the Abominable Snowman is increased by 1d4-1.
Spell 1
Traits
Magic
Arcane
Attack
Cold
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Raz
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
Barrier B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 3
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:6 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster 6
Traits
Giant
Check
Combat
23
Powers
The Warden of Thunder is immune to the Electricity trait.
Before the encounter, each character at this location must succeed at a Dexterity or Acrobatics 14 check or be dealt 1d4 Electricity damage.
Damage dealt by the Warden of Thunder during the check is dealt to each character at this location.
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Trap
Magic
Arcane
Check
Dexterity
Disable
Arcane
14
Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Located here: Reta, Lirianne
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 4
Traits
Accessory
Magic
Check
Wisdom
7
Powers
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
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.
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.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spell 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.
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.
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 4
Traits
Animal
Check
Combat
16
Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Kyra #274929-1002 |
Kyra explores The Ravenous Crypts of Gluttony and finds henchman Baykok .
each other character must succeed Wis 9 check...but not expecting help, so will skip this
Kyra uses BoGorum2 on combat check and reveals Spellsword+2
Baykok DC 24 combat: 3d10 + 1d8 + 11 ⇒ (1, 9, 8) + (4) + 11 = 33 defeated
AYA ranged damage: 1d4 ⇒ 2 recharge magic-half plate to reduce to 0
Kyra attempts to permanently close. Uses Botdawnflower and BoSarenrae1 for +2 die
Ravenous Crypts Close DC 12 survival: 3d10 + 3 ⇒ (1, 7, 9) + 3 = 20 Location closed
I'll probably head to Desecrated Vault next so we can try to keep villain out of there. Either that or Heptaric Lotus
Hand: BoSarenrae 2, Spellsword+2, BoSarenrae 3, Evangelist, Greatclub+3, Flaming Scimitar+1,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: I have NOT exhausted my 1x scenario reroll for 2-6A.BotDawnflower:same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.
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 [X]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.
Raz 125136-1002 |
Raz flips a blessing of Pharasma and explores, encountering an undead iron golem! She discards her blessing and top card (Mountain Dog, so recharged) for a boost on the check.
Pre-Combat Damage: 1d4 - 1 ⇒ (2) - 1 = 1 Discard Varisian illusionist
Combat DC 22: 2d10 + 1d8 + 1d6 + 7 ⇒ (5, 6) + (3) + (5) + 7 = 26
She defeats the golem and randomly recharges 1d2 ⇒ 1 her illusionist. She then discards her pit gladiator to explore again, finding a large chest! She discards her top card (Lance +1) and Reta's blessing of the Gobs for a boost on the check to open.
Melee DC 16: 2d8 + 1d6 + 6 ⇒ (3, 3) + (4) + 6 = 16
Random Weapons: 1d4 ⇒ 1
She busts open the chest and gets the weapon within! With no explorations left, she resets her hand and ends her turn.
Hand: Retriever, Boomcrown, Merchant Lord, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Random Weapon
Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes:
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 [X]+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 ([X] 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.
Lirianne 1005 |
Lirianne flips Blessing of Irori and heads to the all too familiar Catacombs of Wrath. She uses her Magic Spyglass en route and finds a Warden of Thunder, Troll and Runechill Hatchet +2. She moves the hatchet on top, warden next, troll last as she does not have acid or fire to deal with it.
She explores and tries to get the hatchet, using her power to add 2d6 to checks to acquire. Strength 13: 1d4 + 2d6 ⇒ (4) + (3, 4) = 11 Still too heavy for her.
She discards Blessing of Alkenstar to encounter the Warden of Thunder. Draws Shock Musket +1, no firearms to heal, recharged Shock Musket +1 and draws Blessing of Alkenstar. She tries to avoid the lightning strikes using Blessing of Alkenstar to add 1d12. Dexterity BYA 14: 1d10 + 3 + 1d12 ⇒ (1) + 3 + (5) = 9 Fail, but using the first Blessing of Alkenstar's power to reroll the 1d10. 1d10 ⇒ 8 That makes 16 (success) and so second Blessing of Alkenstar recharged. She uses the Musket +2, burying Hand Cannon to add another 1d10, and revealing Sniper Goggles to add 4. Combat 23: 3d10 + 11 ⇒ (5, 4, 9) + 11 = 29 Dead giant. Gun Jam 1: 1d12 ⇒ 3 Still good. Draws back up and ends turn.
Hand: Musket +2, Expeditious Chain Mail, Navigator Musket +1, Blessing of Calistria, Old Salt, Sniper Goggles,
Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Blessing of Calistria available.
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 ([x] 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."
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 6 Seoni/Merisal The Risen
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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
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.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:1
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
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.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Raz
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 3
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
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.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:5 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Trap
Magic
Arcane
Check
Dexterity
Disable
Arcane
14
Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Located here: Reta
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 4
Traits
Accessory
Magic
Check
Wisdom
7
Powers
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
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.
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.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:2 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Seoni
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Spell 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.
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.
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Barrier 6
Traits
Obstacle
Magic
Arcane
Check
Constitution
Fortitude
15
Powers
Each character at this location encounters the Occluding Field. Any character may reveal a boon with the Sihedron trait to evade the barrier; if all characters at the location do so, banish the barrier. Characters who fail to defeat the barrier are dealt 1d4+1 Force damage that may not be reduced.
If defeated, shuffle the barrier into a random other open location deck. If there are no other open locations, banish the barrier.
Armor 3
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
6
Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster 4
Traits
Animal
Check
Combat
16
Powers
If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
MorkXII |
Weapon 6
Traits
Axe
Melee
Slashing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d12+1; you may additionally discard this card to add another 2d6 with the Cold or Fire trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Merisiel Seoni 1006 |
Seoni explores and finds the villain
Baykok Lord
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
She will play good omen on Retas close check giving her +7 to her check draw a blessing of Pharasma and speed on Lirianne for her close check giving her +3 dex for the rest of the turn
draws life leech as well as blessing of pharasma from the location power for playing 2 spells (neither is the sihedron medallion she really wanted but not bad now if i can avoid rolling a 4 on the bya damage should be able to beat him)
plan is discard poison blast blessing of gozreh, headband blessing of lamashtu in that order play life leech on the first check with blessing of pharasma swipe and burying blessing of lamashtu on second possibly drawing another 2 cards if headband still in hand
but close checks and lets see if Kyra can help
Hand: Swipe, Blessing of Gozreh, Blessing of Pharasma 1, Life Leech, Blessing of Lamashtu 4, Poison blast, Headband of alluring charisma,
Displayed: Speed,
Deck: 14 Discard: 0 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6)
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
Lirianne 1005 |
Lirianne calls forth the Wrathful Sinspawn from the Catacombs of Wrath. Surgeon from top deck examined and recharged; no firearms to heal; recharged Expeditious Chain Mail and draws Masterwork Tools. She uses/reveals her Navigator Musket for the BYA check. Wisdom 6: 1d8 + 1d6 ⇒ (3) + (2) = 5 Fail so next checks increased by 1.
She fires her Musket +2 and reveals Sniper Goggles -- also adds 3 from Seoni's Speed spell.
Combat 9+1: 2d10 + 12 ⇒ (4, 5) + 12 = 21 Sinspawn can't do no harm anymore. Catacombs of Wrath temporarily closed.
Now for Baykok Lord's BYA checks -- recharged Old Salt to add 6 and reveals Navigator Musket to add 1d6. Wisdom 9+1: 1d8 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12 Now Seoni can use Lirianne's Blessing of Calistria if she wants.
Hand: Musket +2, Masterwork Tools, Navigator Musket +1, Blessing of Calistria, Sniper Goggles,
Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes: Blessing of Calistria available.
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 ([x] 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."
Merisiel Seoni 1006 |
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Wasn’t going to make the dex check so takes damage: 1d4 ⇒ 2
Merisiel Seoni 1006 |
Discards Poison blast and blessing of Gozreh
Plays Swipe and blessing of pharasma on first check
arcane dc25: 3d12 + 1d8 + 7 ⇒ (5, 2, 4) + (8) + 7 = 26
swipe recharge dc10: 1d12 + 7 ⇒ (12) + 7 = 19
Draws wand of enervation
Having seen how close the first check was plays the wand on the second
dc reduced by: 1d4 + 4 ⇒ (4) + 4 = 8
Wand recharged
Discards life leech and blessing of lamashtu
arcane dc 20: 2d12 + 7 + 2d4 ⇒ (8, 3) + 7 + (2, 2) = 22
recovers cards from discard: 1d4 + 1 ⇒ (2) + 1 = 3
I believe blessing of Lamashtu has not hit the discard pile
Draws sihedron medallion
recharge life leech dc14: 1d12 + 7 ⇒ (8) + 7 = 15
Takes some damage discards sihedron medallion
medallion recharge 9: 1d12 + 7 ⇒ (5) + 7 = 12
Hand: Blessing of Gozreh 3, Emerald Codex, Swipe, Blessing of Pharasma 1, Wand of enervation, Headband of alluring charisma, Reveller,
Displayed: Speed,
Deck: 12 Discard: 1 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6)
Skills and powers
STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
Raz 125136-1002 |
Raz discards her top card (pegasus, so recharged) for a boost on the check to close.
Wisdom DC 7: 2d6 + 1 ⇒ (2, 1) + 1 = 4
Treacherous Cave is not closed.
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 7 Reta/Redelia
Top of Blessing Discard Pile: 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 Remaining: 23
Blessings Deck
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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:0 ?:3
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:2
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Located here: Raz
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 3
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Monster 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.
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.
Catacombs of Wrath
At This Location: NO BOX
M:5 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Closed
Located here: Lirianne
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Trap
Magic
Arcane
Check
Dexterity
Disable
Arcane
14
Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Vault of Greed
At This Location: If you acquire an item, banish another item from your hand, if you have one.
When Closing: Succeed at a Wisdom or Perception 12 check.
When Permanently Closed: On closing, examine all remaining cards in this deck. You may exchange any of these cards for any cards of the same type.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:4 Al:0 Bl:0 ?:1
Located here: Reta
Armor 3
Traits
Light Armor
Magic
Check
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 6
Traits
Accessory
Magic
Sihedron
Check
Constitution
Fortitude
7
OR
Arcane
9
Powers
Reveal this card to reduce damage dealt to you by 2. You may play another item on this check.
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Item 2
Traits
Clothing
Magic
Check
Dexterity
Stealth
5
Powers
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 4
Traits
Accessory
Magic
Check
Wisdom
7
Powers
Reveal this card to add 2 to your Wisdom check. You may play another item on this check.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Spell 2
Traits
Magic
Arcane
Check
Intelligence
Arcane
8
Powers
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
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.
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.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Reta by Redelia |
The fierce little goblin warrior looks around, and finds an armor.
fort: 1d8 + 1 ⇒ (4) + 1 = 5
She acquires the armor, and discards her Blessing of the Gobs to explore again. She finds a henchman! She buries her Blessing of Lamashtu and uses Improvised Monster to slap the henchman with the enchanter.
3d8 + 1 + 14 ⇒ (1, 5, 7) + 1 + 14 = 28
Henchman defeated, improvised monster recharged, enchanter banished.
Waiting to see if anyone can spare a blessing for the close check before ending turn
Reta by Redelia |
ranged damage: 1d4 ⇒ 2
blocked with armor acquired earlier
Kyra and Lirianne help Reta try to close the location by using blessings.
3d6 + 3 ⇒ (4, 2, 2) + 3 = 11
Reta uses a die bump to succeed at the close check.
She then draws up and ends her turn.
Hand: Animalbane Crossbow +2, Rogue Ape, Ophidian Armor, Cleaving Dogslicer +2, Planar Crossbow +2, Velociraptor, Javelin of Lightning,
Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: 4 die bumps remaining
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 [x]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.)
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 8 Kyra/redeux
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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:0 ?:3
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:2
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:2
Located here: Raz
Weapon 5
Traits
Sword
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
When playing another weapon, you may discard this card to add 1d6+2 to your combat check.
Item 4
Traits
Object
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 3
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Discard this card to add 1d4 and the Ranged and Magic traits to your combat check.
Reveal 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.
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.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Monster 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.
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.
Catacombs of Wrath
At This Location: You may attempt a Wisdom or Perception 7 check to evade a monster.
When Closing: Summon and defeat a Wrathful Sinspawn henchman.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:5 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Lirianne
Monster 4
Traits
Giant
Troll
Fighter
Check
Combat
18
Powers
Add 1d8 to checks to defeat the Troll with the Fire trait. If the check to defeat does not have either the Fire or Acid trait, the Troll is undefeated.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 5
Traits
Trap
Magic
Arcane
Check
Dexterity
Disable
Arcane
14
Powers
If undefeated, each character at this location discards 1d4+1 cards of his choice; put this card under the top card (if any) of the location deck.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Monster 4
Traits
Giant
Check
Combat
16
Powers
Damage Dealt by the Stone Giant is dealt to each character at this location.
Vault of Greed
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
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Kyra #274929-1002 |
Kyra moves to Catacombs of Wrath and encounters the Troll.
She discards her Fiery Scimitar to attack.
Troll DC 18 combat: 1d10 + 1d8 + 2d6 + 12 ⇒ (1) + (8) + (1, 2) + 12 = 24 defeated
Kyra recharges BoSarenrae to explore again.
She finds a Headband of Epic Intelligence
Headband of Epic Intelligence DC7 int: 1d6 + 1 ⇒ (5) + 1 = 6 banished
Kyra discards her evangelist to explore and she finds and encounters a henchman Baykok
skip BYA...not looking for help
Kyra discards Spellsword+2
Baykok DC 24 combat: 1d10 + 1d8 + 1d6 + 11 ⇒ (10) + (6) + (1) + 11 = 28 banished
AYA ranged damage: 1d4 ⇒ 4 discard greatclub (only card in hand)
Kyra defeats the Baykok but is heavily wounded. She attempts to close the location
Wrathful Sinspawn BYA 6 wis: 1d10 + 2 ⇒ (5) + 2 = 7 difficulty not increased
Wrathful Sinspawn DC 9 combat: 1d10 + 5 ⇒ (8) + 5 = 13 banished and location closed
Kyra resets her hand and ends turn. She drew cure and uses it on self.
Heal self: 1d4 + 1 ⇒ (4) + 1 = 5 entire discard healed
Cure DC 8 divine: 1d10 + 4 ⇒ (2) + 4 = 6
Her new hand is:
Hand: Pearl of Wisdom, Augury, Major Cure, Find Traps, Chainmail of Cold Resistance,
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: Find Traps gives +2 die to check to defeat a barrier. I have NOT exhausted my 1x scenario reroll for 2-6A.BotDawnflower:same as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.
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 [X]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.
Raz 125136-1002 |
Raz flips a blessing of Irori and explores finding a dancing scimitar! She discards her top card (Spiked Plate) for a boost on the check to acquire.
Diplomacy DC 12: 1d10 + 1d6 + 6 ⇒ (10) + (2) + 6 = 18
She acquires the magic weapon! She then discards her retriever to explore again, finding a magic spyglass (and triggering her retriever's discard ability).
Diplomacy DC 8: 1d10 + 1d6 + 5 ⇒ (5) + (3) + 5 = 13
She picks up the spyglass and discards it to look ahead, revealing a baykok, a spiny shield, and a blessing of Iomedae (indicating that the villain is not here). She puts the blessing on top, followed by the shield, then the baykok. She discards her merchant lord to explore again, and automatically picks up the blessing, which she discards to encounter the shield.
Diplomacy DC 8: 1d10 + 5 ⇒ (8) + 5 = 13
She acquires the shield and swaps it for a random armor, ending her turn knowing the baykok awaits. If she picks up a magic armor that is not useful to her, she will recharge it for her top card when resetting her hand.
Hand: Dancing Scimitar +2 (box), Boomcrown, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Flaming Icy Axe +1 (box), Random Armor
Displayed:
Deck: 12 Discard: 8 Buried: 0
Notes:
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 [X]+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 ([X] 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.
MorkXII |
Armor 4
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 2. You may draw a card.
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.
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 10 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Abadar
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
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:0 ?:3
Barrier 4
Traits
Obstacle
Check
Intelligence
Arcane
Wisdom
Divine
13
Powers
If undefeated, examine the location deck until you find a monster; set it and this card aside. Shuffle the deck, put this card on top of it, then put the monster on top of this card.
If you did not find a monster, banish this card.
Spell 1
Traits
Magic
Arcane
Attack
Fire
Check
Intelligence
Arcane
6
Powers
For your combat check, discard this card to use your Arcane skill + 2d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
Monster 3
Traits
Giant
Troll
Aquatic
Fighter
Check
Combat
16
Powers
Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:2
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Raz
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Monster 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.
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.
Catacombs of Wrath
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne, Kyra
Vault of Greed
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
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Lirianne 1005 |
Lirianne flips Blessing of Abadar and heads for the Desecrated Vault. She sees a Circle of Binding, and decides to disable it easily with her Masterwork Tools.
With nothing else to do she draws (Quartermaster, Black Arrow Ranger, and Blessing of Erastil) and ends her turn.
Hand: Musket +2, Black Arrow Ranger, Navigator Musket +1, Quartermaster, Blessing of Erastil, Sniper Goggles,
Displayed:
Deck: 11 Discard: 3 Buried: 1
Notes: Blessing of Erastil available.
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 [] 7
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 ([x] 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."
Merisiel Seoni 1006 |
I appear to be good at forgetting to recharge with the display spells but at the end of my last turn I recharged speed spell automatically.
Seoni flips a blessing of Gozreh and heads to the divine vault (the one she has a hope of closing)
She encounters a trap It looks a little daunting so mutters a quick prayer to Gozreh to help her out (recharges blessing)
arcane dc13: 2d12 + 7 ⇒ (6, 11) + 7 = 24 she disarms it and sends a reveller on ahead to explore some more and finds a scorching ray
She then banishes her codex to draw 3 divine spells into hand
Awaits card draw before continuing if no castable spells may discard one
Hand: scorching ray 1, divine spell 1, divine spell 2, Swipe, Blessing of Pharasma 1, Wand of enervation, Headband of alluring charisma, divine spell 3,
Displayed:
Deck: 13 Discard: 2 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6)
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
MorkXII |
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.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Fire
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Since Lirianne already dealt with that barrier, let's assume Seoni encountered and acquired the Scorching Ray spell on her first exploration, and still has the Reveller and BoGozreh in hand. Then she played Emerald Codex and acquired the 3 cards above. She can now continue to explore if she would like to do so.
Merisiel Seoni 1006 |
Oops totally missed that recharges blessing of gozreh to explore uses her knowledge to acquire the blessing of shelyn then discards reveller to explore again encounter the troll and blast said troll with scorching ray
grazuul 16: 1d12 + 7 + 2d6 + 1d8 ⇒ (9) + 7 + (4, 4) + (6) = 30
Recharges scorching ray
Thinks that enough exploring for now discards fiery weapon
Hand: Blessing of Shelyn, Find traps, Swipe, Blessing of Pharasma 1, Wand of enervation, Headband of alluring charisma, Raise dead 5,
Displayed:
Deck: 13 Discard: 3 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6)
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X1]+1 [X2]+2 [X3]+3 [X4]+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [X3] 7 [ ] 8
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X2]+1) ([X5]+2) ( []+3) ([]+4) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X1] 4) to your check to acquire a boon that has the Magic trait.
[X3R] 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 )
[X4] You may bury a card to add its adventure deck number to your check
MorkXII |
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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: Treat all monsters as if they have the Undead trait and the following additional power: “The monster is immune to the Mental and Poison traits.”
Turn: 12 Reta/Redelia
Top of Blessing Discard Pile: 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 Remaining: 18
Blessings Deck
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Desecrated Vault
At This Location: If you would defeat a bane with the Undead trait here, roll 1d6. On a 1, the monster is undefeated.
When Closing: Succeed at a Wisdom or Divine 6 check.
When Permanently Closed: On closing, each character at this location may recharge an item from her discard pile.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:2
Located here: Lirianne, Seoni
Monster 5
Traits
Aberration
Fighter
Check
Combat
19
Powers
Damage dealt by the Sinspawn Axeman is increased by 1d4-1.
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.
Item 5
Traits
Accessory
Magic
Check
Intelligence
7
Powers
Reveal this card to add 2 to an Intelligence check. You may use another item on this check.
Item 3
Traits
Accessory
Magic
Check
Strength
5
Powers
Reveal this card to add 1 to your Strength check. You may play another item on this check.
Monster 6
Traits
Undead
Plant
Treant
Check
Combat
22
Powers
The Horror Tree is immune to the Mental and Poison traits.
Add 1 die to checks to defeat the Horror Tree with the Fire trait.
If undefeated, after the encounter, the Horror Tree deals 1d4 Combat damage to each character at this location.
Blessing 6
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Heptaric Locus
At This Location: The difficulty to defeat banes is increased by 5.
When Closing: Succeed at a Strength or Melee 14 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:2
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.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Armor 4
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
7
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Cold, Combat, Electricity or Fire damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon 4
Traits
Axe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
13
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 6
Traits
Undead
Check
Combat
28
THEN
Combat
28
Powers
The Baykok Lord is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter, and you must succeed at a Dexterity or Acrobatics 12 check or the Baykok Lord deals 1d4 Ranged Combat damage to you.
After you act, the Baykok Lord deals 1d4 Ranged Combat damage to you.
Item 4
Traits
Staff
Magic
Check
Intelligence
Arcane
Wisdom
Divine
8
Powers
Recharge this card and discard a spell to defeat a barrier.
Recharge this card and discard a spell to add 1d4 to a combat check at your location.
Ravenous Crypts of Gluttony
At This Location: While you are here, your hand size is increased by 2.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Raz
Henchman Monster 6
Traits
Undead
Check
Combat
24
Powers
The Baykok is immune to the Mental and Poison traits.
Before you act, each other character must succeed at a Wisdom 9 check or that character may not play cards or use powers during this encounter.
After you act, the Baykok deals 1d4 Ranged Combat damage to you.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Monster 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.
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.
Catacombs of Wrath
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
Vault of Greed
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
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Reta by Redelia |
The fierce little goblin quakes in her boots, but she still approaches the Heptaric Locus.
She explores, and finds a Blessing of Torag.
1d8 + 1 ⇒ (2) + 1 = 3
The slippery thing gets away. Torag must not like cute little goblins.
Reta sends her ape to explore again (recharged). He starts hooting and howling, pointing out a ghoul. Reta lifts her crossbow and shoots at the yucky thing!
2d10 + 6 + 2 ⇒ (2, 10) + 6 + 2 = 20 (defeated, even with higher DC)
Because Reta defeated a monster, she explores again, burying the discarded gloves.
She finds a fancy shield.
fort: 1d8 + 1 ⇒ (4) + 1 = 5 (faileed to acquire)
Reta uses her velociraptor to explore again (recharged), and finds a henchman! She throws her javelin of lightning at it (banished)
1d10 + 6 + 6d6 + 3 + 2d6 ⇒ (5) + 6 + (4, 4, 5, 1, 4, 6) + 3 + (4, 5) = 47
ranged damage from henchman: 1d4 ⇒ 1
Animalbane Crossbow discarded.
Now Reta tries to close the location.
3d8 + 1 ⇒ (3, 4, 4) + 1 = 12
Almost got it.
Reta uses 2 die bumps to pass the close check.
The location contains the villain, so it gets emptied out other than the villain.
Reta draws up and ends her turn.
Hand: Xoff, Magic Studded Leather Armor, Ophidian Armor, Cleaving Dogslicer +2, Planar Crossbow +2, Emerald of Dexterity, Blessing of the Gobs 1,
Displayed:
Deck: 7 Discard: 5 Buried: 3
Notes: 2 die bumps remaining
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 [x]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.)