Kyra #274929-1002 |
Kyra moves to Descrated Vault and uses Augury. She names monsters.
She finds two monsters on top, and one item. She puts the monsters on bottom of the location deck. (any order).
Augury recharge DC 8 divine: 1d10 + 4 ⇒ (7) + 4 = 11 recharged
Remaining deck (cards 3-7) are shuffled). Kyra explores.
random explore, starting at card 3: 1d5 + 2 ⇒ (2) + 2 = 4 card #4
Kyra finds a belt of sorts. She uses Pearl of Wisdom to use her wisdom die
cycling hand, both STR and WIS are d10's
giant belt of strength: 1d10 + 3 ⇒ (3) + 3 = 6 acquired
She tries it on and it seems to give her strength.
Kyra uses Major cure on Seoni
Heal Seoni: 1d4 + 1 ⇒ (3) + 1 = 4 random cards shuffled into deck from discard
Kyra healed for one from Major Cure, only Cure is in discard pile
Major Cure Recharge DC 10 divine: 1d10 + 4 ⇒ (6) + 4 = 10 recharged
Kyra resets her hand (discards Find Traps...no more barriers), and ends turn.
Hand: Spellsword+2, BotDawnflower, BoGorum 1, BoGorum 2, Magic Half-Plate, BoGozreh,
Displayed:
Deck: 13 Discard: 1 Buried: 0
Notes: blessings available. Use Gozreh for +2 die for close check. 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.
GM- Descrated Vault:Acquire card #4. Shuffle Deck. Move cards Sinspawn Axman and Warlord to bottom of deck.
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: 14 Raz/Chris
Top of Blessing Discard Pile: Blessing of Norgorber
Blessing 3
Traits
Divine
Norgorber
Check
Bury any card
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 16
Blessings Deck
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:1 Al:0 Bl:0 ?:2
Located here: Lirianne, Seoni, Kyra
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.
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.
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 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.
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta
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.
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
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
Raz 125136-1002 |
Raz triggers her character mat ability to discard her flaming icy axe and draw her warhorse. She explores and encounters the baykok, firing up her boomcrown to defeat it.
Combat DC 24: 6d12 ⇒ (10, 7, 1, 1, 9, 2) = 30 Ranged Damage: 1d4 ⇒ 1
Raz incinerates the henchmen with the boomcrown (auto-fail Divine to recharge), and recharges her new armor to negate the ranged damage and draw a card (scribe). She elects not to close the cave, instead exploring again by discarding her warhorse. She finds some magical armor, and attempts to acquire using Diplomacy.
Diplomacy DC 7: 1d10 + 5 ⇒ (9) + 5 = 14
She picks up the armor and swaps it for a new one. She discards her scribe to explore again, finding a healing potion. She automatically acquires it using Diplomacy, then swaps it for a new item. With that, she resets her hand and ends her turn.
Hand: Dancing Scimitar +2 (box), Impaler of Thorns (Loot, replaces Demonbane Longsword +2), Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Random Item, Random Armor,
Displayed:
Deck: 10 Discard: 11 Buried: 1
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 5
Traits
Light Armor
Magic
Check
Constitution
Fortitude
9
Powers
Recharge this card to reduce Combat damage dealt to you by 2. You may draw up to 2 cards.
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.
Item 3
Traits
Accessory
Magic
Check
Dexterity
5
Powers
Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Lirianne 1005 |
Lirianne and Seoni gave their Blessings to Reta's close checks.
Lirianne flips Blessing of Erastil. Instead of moving she heals a random card (Blessing of Alkenstar). She explores the vault and finds a Blessing of Nethys. Reveals Sniper Goggles and Navigator Musket to add 1d6+4.
Perception 8: 1d8 + 2 + 1d6 + 4 ⇒ (8) + 2 + (2) + 4 = 16 Blessing 6 acquired. She uses the blessing to see what's up next -- Baykok and Horror Tree. She encounters the Baykok next.
Old Salt from top deck is recharged; no firearms to heal; recharged Quartermaster to draw Surgeon. She unloads her Musket +2 and reveals Sniper Goggles, with the Black Arrow Ranger firing volleys.
Combat 24: 2d10 + 12 + 1d6 ⇒ (5, 2) + 12 + (5) = 24 Just enough! Is it down for good?: 1d6 ⇒ 5 Yes! Gun Jam 1: 1d12 ⇒ 10 Still good.
She now attempts to close the location revealing Navigator Musket. Wisdom 8: 1d8 + 1d6 ⇒ (8) + (6) = 14 Desecrated Vault closed.
Lirianne 1005 |
Lirianne then uses her Surgeon to heal (Magic Spyglass), discards everything but the Navigator Musket, draws back up, and ends her turn.
Hand: Toxic Blunderbuss +1, Blessing of Alkenstar 1, Navigator Musket +1, Quartermaster, Sniper's Studded Leather, Blessing of Milani,
Displayed:
Deck: 9 Discard: 5 Buried: 1
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 [] 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."
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: 16 Seoni/Merisal The Risen
Top of Blessing Discard Pile: Blessing of Nethys
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.
Blessings Remaining: 14
Blessings Deck
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Lirianne, Seoni, Kyra
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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Reta
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.
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:0 I:0 Al:0 Bl:0 ?:0
Located here: Raz
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
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
Lirianne 1005 |
Missed Baykok AYA ranged combat damage: 1d4 ⇒ 4. Handwipe! Discard navigator musket, musket +2, and sniper goggles. Using Kyra's Blessing of Gozreh for the closing check Wisdom 6: 3d8 ⇒ (8, 1, 3) = 12. Success! Kyra and Seoni heal an item in your discards. Healed Sniper Goggles.
New hand below.
Hand: Toxic Blunderbuss +1, Blessing of Alkenstar 1, Blessing of Calistria, Quartermaster, Sniper's Studded Leather, Blessing of Milani,
Displayed:
Deck: 9 Discard: 5 Buried: 1
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 [] 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."
Kyra #274929-1002 |
hand update
Hand: Spellsword+2, BotDawnflower, BoGorum 1, BoGorum 2, Magic Half-Plate,
Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: blessings available. 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.
Merisiel Seoni 1006 |
Discarded blessing of pharasma on Retas check got shuffled back in on the heal from Kyra
(normally would be the random blessing acquired but Shelyn just too damm good for the villain fight to discard)
At the end of Liriannes turn Seoni takes a peak at the top card of Liriannes deck and swaps it for find traps
At the start of her turn she flips the blessing hands the card she took back to Lirianne (or if Lirianne doesn't want it will keep and discard it on resetting hand)
Seoni heads to the vaults of greed ends her turn and resets her hand
Hand: Blessing of Shelyn, Blessing of Lamashtu 4, Robe of runes, Swipe, Surgeon, Wand of enervation, Headband of alluring charisma, Raise dead 5, Blessing of Pharasma 1,
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
So with blessing of Shelyn and burying raise dead I have 3d6+5 on the able to play cards check
then blessings of lamashtu blessing of pharasma for two dice on the check with swipe twice (via robe of runes) and wand of enervation to make the checks easier
Reta by Redelia |
Reta discards an armor (recharged), an ally, and her emerald to draw an ally, a weapon, and a blessing.
Hand: Blessing of Hadregash 2, Mighty Steed, Ophidian Armor, Cleaving Dogslicer +2, Planar Crossbow +2, Sawtooth Sabre +2, Blessing of the Boss,
Displayed:
Deck: 5 Discard: 6 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.)
Kyra #274929-1002 |
Kyra moves to Heptaric Locus and heals reta
display/discard BoGorum
Heal Reta: 1d4 + 2 ⇒ (4) + 2 = 6
Kyra recharges Spellsword to recharge a random spell from her discard (only find traps)
She resets her hand and ends turn.
Hand: BoSarenrae 1, BotDawnflower, BoGorum 1, Flaming Scimitar+1, BoAbadar, Evangelist,
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: I have one blessing for Raz to close Treacherous Cave. One blessing for me to pass BYA villain check. and One blessing for each combat check. 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, encountering an ogrekin! She discards her new belt to use her club’s power
Ogrekin Power: 1d4 ⇒ 1
Combat DC 15 with Mokmurian’s Club: 1d10 + 2d8 + 6 ⇒ (3) + (1, 6) + 6 = 16
She clobbers the giant and recharges a random card (pit gladiator). With no more explorations, she ends her turn.
Hand: Dancing Scimitar +2 (box), Impaler of Thorns (Loot, replaces Demonbane Longsword +2), Bolstering Armor (box), Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Ebon Thorn,
Displayed:
Deck: 10 Discard: 11 Buried: 1
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 |
Seoni examines the top card of Lirianne's deck -- Magic Spyglass and replaces it with Find Traps. Then she gives Lirianne back the Magic Spyglass.
On her turn, Lirianne flips Blessing of Abadar and moves to the Treacherous Cave. She sees the lone weapon and asks the Quartermaster's help. Ranged 6: 1d10 + 5 + 1d8 ⇒ (8) + 5 + (4) = 17 She acquires a Dagger +1.
With nothing in the cave anymore, she tries to close the location with Kyra's blessing. Wisdom 7: 2d8 ⇒ (6, 1) = 7 Treacherous Cave closed.
She recharged her magic armor, discarded everything but her 3 blessings, drew back up getting another blessing, and ends her turn.
Hand: Find Traps (Seoni's), Blessing of Alkenstar 1, Blessing of Calistria, Shock Musket +1, Blessing of Alkenstar 2, Blessing of Milani,
Displayed:
Deck: 9 Discard: 8 Buried: 0
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 [] 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 |
Seoni waits at the vaults of greed
Go Reta
Hand unchanged
wisdom 9: 3d6 + 5 ⇒ (3, 3, 5) + 5 = 16
On firstcheck swipe to reduce dc to 30 blessing of pharasma to add two dice
Wand of enervation on first check? On whichever
Recharge robe of runes
Draw swipe back into hand play on second check and bury blessing of Lamashtu for two dice
swipe recharge dc 10 on second use: 1d12 + 7 ⇒ (2) + 7 = 9
Kyra #274929-1002 |
Kyra discards BoAbadar for helping Lirianne.
recharge Botdawnflower
BYA Wis 9 check: 2d10 + 3 ⇒ (1, 2) + 3 = 6 GM- 1x scenario reroll on the "1" d10
BYA Wis 9 check: 1d10 + 2 + 3 ⇒ (6) + 2 + 3 = 11 can play cards
On Reta's check to defeat, Kyra plays BoSarenrae for 1 extra die. Kyra suggests Seoni use Wand of Enervation on the first check to defeat for Reta.
For Kyra's Check to defeat (second combat)
discard BoGorum for +2 die, reveal evangelist for +1, discard Flaming Scimitar. Seoni gives +2die and reduced difficulty to 30 with swipe.
This puts me at 99.5% chance, so I will go ahead and roll
Baykok Lord DC30 combat: 5d10 + 2d6 + 12 ⇒ (10, 6, 9, 5, 3) + (1, 4) + 12 = 50 assuming Reta passed her check, we win!
Raz 125136-1002 |
Wisdom DC 7: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Treacherous Cave is closed.
Raz auto-fails the check to help, but has no cards to help with anyway.
Raz 125136-1002 |
If we win the scenario, Raz would like the following upgrades (in order of preference) if available. If she gets to choose a bonus loot at the end, use the same order to determine her preferred choices.
Ally 6: 1d1000 ⇒ 310
Ally 5: 1d1000 ⇒ 33
Weapon 5: 1d1000 ⇒ 232
Weapon 6: 1d1000 ⇒ 298
Armor 6: 1d1000 ⇒ 701
Armor 5: 1d1000 ⇒ 383
Blessing 5: 1d1000 ⇒ 346
Blessing 4: 1d1000 ⇒ 144
Item 6: 1d1000 ⇒ 320
Reta by Redelia |
Reta explores and finds the villain!
She uses her Blessing of the Boss (discarding her armor) to be sure she can succeed.
BYA dex: 3d10 + 4 ⇒ (5, 6, 10) + 4 = 25
Now the fierce little goblin fights the villain. She uses her crossbow, her blessing of Hadregash (mighty steed also discarded for 2 dice), Seoni's swipe, Seoni's wand of enervation, Seoni's blessing of Pharasma, and Kyra's Blessing of Sarenrae.
7d10 + 6 + 2 ⇒ (2, 9, 5, 4, 1, 5, 3) + 6 + 2 = 37
Seoni has lowered the DC to 22.
Kyra takes the second combat, and the villain is defeated!
Reta by Redelia |
Alternate timeline, if Reta needed to make both combat checks because of rules uncertainty...
Reta instead auto failed the dex check and buried her armor for the damage.
leaving first combat check alone
blessing of hadregash and extra weapon discarded for 2 dice
swipe from Seoni reduced DC to 30
Kyra gives 2 dice from blessing
Seoni gives 2 dice from blessing
shoots with crossbow
8d10 + 8 ⇒ (1, 8, 5, 7, 10, 8, 7, 7) + 8 = 61
MorkXII |
DEVELOPMENT:
As the corpses slough to the floor, Mayala elicits a groan of dread. “It must be true,” she whispers, all color gone from her face.
“The old tomes said that Alaznist created this place with information from Zutha’s traitor servants. She supposedly used it to research extending her own life with necromancy, the way Zutha did—but we never thought there’d still be anything here. And that means…”
Mayala unsheathes her blade, her jaw set with determination. “We can’t let them get Brynne!”
As Mayala bravely dashes forward, you scramble to follow. There’s no way Mayala should face more horrors alone!
SCENARIO REWARD:
Each character chooses weapon, spell, or item and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
Characters who have completed their first scenario at this tier gain a Skill feat.
ACQUIRED CARDS:
Weapon 6 Flaming Icy Axe +1
Weapon 5 Dancing Scimitar +2
Spell 5 Raise Dead
Spell 1 Scorching Ray
Spell 1 Speed
Spell B Find Traps
Armor 5 Bolstering Armor
Armor 4 Lesser Bolstering Armor
Armor 3 Magic Studded Leather Armor
Item 4 Magic Spyglass
Item 3 Belt of Giant Strength
Item 3 Belt of Incredible Dexterity
Blessing 6 Blessing of Nethys
Blessing B Blessing of Iomedae
Blessing B Blessing of Shelyn
Merisiel Seoni 1006 |
Spell for Seoni (although it will need to be spell 6 for an upgrade
will take the item 4 to upgrade my crown of charisma for ivory dice as all the 3s and 4s in my box are already in my deck does that allow me to eplace a banished item with an item 5?
Also do i still get to replace an item with the emerald codex even though I banished it in the last session
will pass on blessing 6 blessing of Nethys not that good
Kyra #274929-1002 |
@Seoni, You do get a replacement card, AD4 or lower to replace the banished card. You do still get to replace a card in the next scenario for the codex. reference *click*
Kyra picks spell for extra card.
First deck upgrade:
Weapon 6: 1d1000 ⇒ 547
Armor5: 1d1000 ⇒ 959
Weapon 5: 1d1000 ⇒ 48
Second deck upgrade:
Spell 5: 1d1000 ⇒ 173
Armor5: 1d1000 ⇒ 228
Weapon 5: 1d1000 ⇒ 381
Skill feat: Wis+1
MorkXII |
Weapon 6
Traits
Sword
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d6+2; 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.
Weapon 5
Traits
Polearm
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.
Weapon 5
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
10
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Spell 6
Traits
Magic
Arcane
Attack
Acid
Check
Intelligence
Arcane
12
Powers
Place this card in front of you when a character encounters a bane. Any character who encounters a monster this turn adds 2d6 with the Acid trait to her combat check. Discard this card at the end of this turn, and every other character takes 1 Acid damage.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 6
Traits
Magic
Arcane
Divine
Attack
Mental
Check
Intelligence
Arcane
Wisdom
Divine
12
Powers
Discard this card to evade a monster. Search your location deck and choose a boon to add to your hand, then shuffle the location deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Full List:
Weapon 6 Flaming Icy Axe +1
Weapon 6 Shock Greatsword +2
Weapon 5 Dancing Scimitar +2
Weapon 5 Flaming Ranseur +3
Weapon 5 Venomous Heavy Crossbow +2
Spell 6 Corrosive Storm
Spell 6 Dominate
Spell 5 Raise Dead
Spell B Find Traps
Spell 1 Scorching Ray
Spell 1 Speed
Armor 5 Bolstering Armor
Armor 4 Lesser Bolstering Armor
Armor 3 Magic Studded Leather Armor
Item 4 Magic Spyglass
Item 3 Belt of Giant Strength
Item 3 Belt of Incredible Dexterity
Blessing 6 Blessing of Nethys
Blessing B Blessing of Iomedae
Blessing B Blessing of Shelyn
MorkXII |
2-6B: FEAST OF FAMINE
As you dash into the Gravevault’s gloom beyond, Mayala stays one step ahead of you. The path narrows, and along the walls loom rows and rows of ossuaries, the bones in them brittle and dusty with age. The acrid smell of undeath stings your nostrils, but it doesn’t seem to faze Mayala.
You stop to catch your breath, and Mayala pauses to look back.
“I thank you for your help, friend. And I don’t mean to push. But Brynne may not have much time.”
The quizzical expression on your face prompts her to elaborate.
“If what I’ve read is correct, this facility was more than just a place for Alaznist to dabble in Zutha’s magic. It was a place to replicate it. Brynne and I always suspected that maybe her ancestor turned over the details of Zutha’s Gluttonous Tome—his phylactery, I guess, that housed his soul.
“Legend goes that Zutha split it into three books, and that if those three books ever reunite, Zutha could return in the flesh. If Alaznist tried to copy that magic—if she was trying to find a way to create her own tome to store her soul—then who knows what could be in this vault. I can’t let my wife face that alone!”
It’s hard to argue with Mayala’s logic or with her resolve. Your stomach rumbling strangely with a growing hunger, you press the journey anew.
Just as you become ravenous, you see a mighty table with a heaping feast standing in an open chamber. Exotic fruits, fragrant meats, and goblets of spiced wine overflow. Salivating, you rush forward to partake, even as you hear inhuman moans coming from underneath the food.
You’ve almost grabbed the first handful of food when you hear Mayala call out, “Don’t eat that feast! It’s gotta be a trap!”
VILLAIN:
None
HENCHMEN:
Cannibal Haunts
DURING THIS SCENARIO:
When you acquire a boon, bury a card.
To win the scenario, close all locations.
Start Player: 1d5 ⇒ 4 = Kyra.
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: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 1 Kyra/redeux
Top of Blessing Discard Pile: Blessing of Iomedae
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 29
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 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
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 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 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
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 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 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 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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:3 Ar:0 I:1 Al:1 Bl:2 ?:1
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 4
Traits
Dragon
Check
Charisma
Diplomacy
Arcane
Divine
12
Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
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.
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to 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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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
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.
Monster 6
Traits
Aberration
Check
Combat
22
Powers
The Hungerer is immune to the Acid and Poison traits.
If defeated, attempt a Dexterity or Acrobatics 14 check. If you succeed, the Hungerer deals 1 Acid damage to you; if you fail, the Hungerer deals 1d4 Acid damage to you.
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.
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.
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.
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.
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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this 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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:0 ?:1
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Monster 4
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Item B
Traits
Object
Magic
Check
Wisdom
Survival
5
Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
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 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 6
Traits
Human
Hireling
Check
Wisdom
Survival
10
OR
Charisma
Diplomacy
13
Powers
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Barrier 5
Traits
Trap
Check
Dexterity
Disable
13
Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Spell 4
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Item B
Traits
Object
Check
Wisdom
Perception
4
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
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.
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 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you 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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
When Closing: Banish a card from your hand.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:1 ?:1
Item 6
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
9
Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
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.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 3
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Ally 5
Traits
Half-Orc
Cleric
Divine
Check
Charisma
Diplomacy
9
OR
Wisdom
Divine
7
Powers
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Kyra #274929-1002 |
Kyra will start at Ravenous Crypts of Gluttony
Hand: Pearl of Wisdom, BotDawnflower, Greatclub+3, Chainmail of Cold Resistance, BoGozreh, Spellsword+2, Flaming Scimitar+1, BoAbadar,
Displayed:
Deck: 12 Discard: 0 Buried: 0
"Notes: I have NOT exhausted my 1x scenario reroll for 2-6B.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encoutners a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Traits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+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.
Kyra heads towards (explores) Ravenous Crypts of Gluttony and finds a BoDesna which she auto-succeeds her check to acquire. acquire BoDesna. Bury Greatclub+3
Kyra uses BoDesna to enter (explore) and finds a nasty monster guarding the crypts.
discard Flaming Scimitar
Hungerer DC 22 combat: 1d10 + 2d6 + 11 ⇒ (2) + (1, 1) + 11 = 15 bury Chainmail
She is feeling weak and her sword barely makes a scratch on the monster. She is mauled and manages to slip by, though her armor has been lost.
Kyra running from the Hungerer barrels further into the Crypts recharge BotDawnflower
random explore: 1d9 + 1 ⇒ (5) + 1 = 6 Necromatic Deathtrap
She heads into a corridor that has an odd sense to it.
recharge Pearl of Wisdom, Discard BoAbadar
Necromantic Deathtrap DC 14: 3d10 ⇒ (2, 1, 8) = 11 use 1x scenario reroll
=Necromantic Deathrap DC 14: 2 + 1d10 + 8 ⇒ 2 + (5) + 8 = 15deathtrap, card 6, defeated
She initially predicted some sort of trap, but not something so devious! Luckily she was able to make her way through the corridor.
Kyra continues into the Crypts. discard BoGozreh
random explore, reroll on 1 or 6: 1d10 ⇒ 2 Monster 6 Hungerer again.
discard spellsword+2
Hungererd DC 22 combat: 1d10 + 1d8 + 1d6 + 11 ⇒ (9) + (8) + (5) + 11 = 33 defeated
Acid Damage: 1d4 ⇒ 4 no cards to discard
The Hungerer chased her down, but this time she was ready. Her blade ripped through the monster with ease and she took a short moment to savor the triumph.
Kyra resets her hand and ends turn.
She drew Major Cure
Major Cure self: 1d4 + 2 ⇒ (3) + 2 = 5 entire discard healed
reveal evangelist
Major Cure Recharge DC 10 divine: 1d10 + 6 ⇒ (9) + 6 = 15 recharged
Hand: BoGorum 2, Fanged Falchion (loot), BoSarenrae 3, BoSarenrae 1, BoSarenrae 2, Evangelist, Find Traps,
Displayed:
Deck: 12 Discard: 0 Buried: 2
"Notes: Find Traps gives 2 die to check to defeat a barrier. I have exhausted my 1x scenario reroll for 2-6B.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encoutners a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Traits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+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.
GM card 1 acquired, cards 2 and 6 banished. rest of deck shuffled
Reta by Redelia |
Reta will go to the Glassworks.
Hand: Xoff, Ophidian Armor, Rogue Ape, Planar Crossbow +2, Javelin of Lightning, Velociraptor, Mighty Steed,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: 2 die bumps remaining
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
Ranged: Dexterity +2
CONSTITUTION d8 [x]+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.)
Lirianne 1005 |
Lirianne will start at the Apothecary.
Hand: Dragonsbreath Shot, Blessing of Alkenstar 1, Black Arrow Ranger, Navigator Musket +1, Blessing of Calistria, Flaming Musket +2,
Displayed:
Deck: 14 Discard: 0 Buried: 0
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 [x]+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 |
At the rusty dragon
Feeling Wiser not smarter (see chat post)
Hand: Blessing of Abadar 2a, Apprentice, Dominate, Sage, Robe of runes, Blessing of Abadar 2b, Blessing of Pharasma 2,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 [X6]+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 will take Strength as her Skill Feat. She will start in the Rusty Dragon with Seoni.
Hand: Blessing of Sarenrae, Mountain Dog, Retriver, Adamantine Plate Armor, Lance of Jousting,
Displayed:
Deck: 16 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.
Raz flips a blessing of Irori and peeks at Seoni's top card. She then explores, finding a teleport spell. Even with her power she cannot roll high enough to acquire, so she banished the spell. She discards her retriever to move again, and encounters a hill giant! She brings her lance of jousting to bear against it, astride her mountain dog!
Combat DC 15: 3d8 + 7 ⇒ (3, 3, 5) + 7 = 18
She defeats the giant, then discards her mountain dog to explore again. She finds a luckstone, automatically acquires it using Diplomacy, and swaps it for a new random item. Finally, she discards her blessing to explore, and encounters a sacred killer. She discards her top card (demonbane longsword) for a boost on the check to acquire.
Diplomacy DC 13: 1d10 + 1d6 + 6 ⇒ (1) + (1) + 6 = 8
VL Shirt Reroll (d10): 1d10 + 7 ⇒ (1) + 7 = 8
Despite her best efforts, she fails to win over the assassin, sending him to the bottom of the deck. She resets her hand and ends her turn.
Hand: Ebon Thorn, Warhorse, Mokmurian's Club (Loot, replaces Cold Iron Mace +1), Adamantine Plate Armor, Lance of Jousting,
Displayed:
Deck: 11 Discard: 4 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.
For your move step, you may shuffle a random card from your discard pile into your deck.
During This Scenario: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 3 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Gozreh
Blessing 4
Traits
Divine
Gozreh
Check
Wisdom
Survival
7
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to close a location.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 27
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 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 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
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 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 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 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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:3 Ar:0 I:1 Al:1 Bl:2 ?:1
Located here: Lirianne
Spell 3
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
10
OR
Wisdom
Divine
12
Powers
Discard this card to choose a type of card and examine the top 3 cards of a location deck. If there are any cards of the chosen type, set them aside. Shuffle the remaining cards into the deck, then put the cards you set aside together in any order at either the top or the bottom of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 4
Traits
Dragon
Check
Charisma
Diplomacy
Arcane
Divine
12
Powers
Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
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.
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to 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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Kyra
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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
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.
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.
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.
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1
Located here: Seoni, Raz
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
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 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 6
Traits
Human
Hireling
Check
Wisdom
Survival
10
OR
Charisma
Diplomacy
13
Powers
Reveal this card to add 2d8 to a Survival check.
Recharge this card to reduce damage dealt to your by 3.
Discard this card to explore your current location.
Barrier 5
Traits
Trap
Check
Dexterity
Disable
13
Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Spell 4
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Item B
Traits
Object
Check
Wisdom
Perception
4
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
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.
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 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you 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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
When Closing: Banish a card from your hand.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:1 ?:1
Item 6
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
9
Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
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.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 3
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Ally 5
Traits
Half-Orc
Cleric
Divine
Check
Charisma
Diplomacy
9
OR
Wisdom
Divine
7
Powers
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Raz 125136-1002 |
Realized my hand didn't account for the new item, updated hand here.
Hand: Ebon Thorn, Warhorse, Potion of Ghostly Form (box), Adamantine Plate Armor, Lance of Jousting,
Displayed:
Deck: 12 Discard: 4 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 Gozreh and begins exploring the Apothecary. She encounters a spell but decides not to acquire it. She displays Dragonsbreath Shot so it's ready for action.
She discards Blessing of Alkenstar to explore again, and sees a scythe but does not pick it up too.
She then discards Blessing of Calistria to explore some more and finds a Charmed Red Dragon. She chooses not to acquire and the dragon, slighted, burns her for 1d4 ⇒ 3 Handwipe!
She then resets her hand and ends her turn.
On Seoni's turn, Lirianne uses Surgeon to heal (random card: Black Arrow Ranger).
Hand: Toxic Blunderbuss +1, Lucky Rifle +2, Hand Cannon, Expeditious Chain Mail, Blessing of Erastil,
Displayed: Dragonsbreath Shot,
Deck: 10 Discard: 4 Buried: 0
Notes: Blessing of Erastil available. If you fail a combat check I can bury a card to add 1d4+1 to the combat check c/o my Lucky Rifle.
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+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 |
Seoni flips blessing of Calistra and explores the rusty dragon seems to be some sort of cult headquarters as she enconters another sacred killer
knowledge 11: 1d8 + 3 + 2 + 1d6 ⇒ (3) + 3 + 2 + (2) = 10
Recharging sage and revealing robe. Should have gone smarter
The halforc is not impressed enough by the debate and goes and hides in a back room with his friend
An Ogre bursts in Seoni Tells it to come back next Tuesday. This really impresses a mountaineer who joins Seoni for a drink
Discards apprentice to explore. Uses dominate to evade the ogre and search the deck and acquire a boon. Other cards are cannibal haunt a scythe (weapon 2) a crushing door trap that hurts everyone the haunt and the ogre and 2 sacred killers suddenly looking an establish ment that favours dex over charisma
dominate recharge dc14: 1d12 + 6 ⇒ (2) + 6 = 8
recharges robe to draw back into hand
Seoni resets her hand and ends her turn Drawing surgeon who she will then reveal to shuffle apprentice into her deck and then recharge
Hand: Blessing of Abadar 2a, Mountaineer, Dominate, Swipe, Blessing of Abadar 2b, Blessing of Pharasma 2,
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) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+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: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 5 Reta/Redelia
Top of Blessing Discard Pile: Blessing of Nethys
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.
Blessings Remaining: 25
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 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 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 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 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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Lirianne
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.
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to 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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Kyra
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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
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.
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.
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.
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Seoni, Raz
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Barrier 5
Traits
Trap
Check
Dexterity
Disable
13
Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
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 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom or Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Reta
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Spell 4
Traits
Magic
Arcane
Attack
Poison
Check
Intelligence
Arcane
12
Powers
For your combat check, discard this card to roll your Arcane die + 2d12 with the Poison trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to recharge this card instead of discarding it.
Item B
Traits
Object
Check
Wisdom
Perception
4
Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Weapon 3
Traits
Knife
Ranged
Piercing
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
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.
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 6
Traits
Giant
Check
Combat
22
Powers
Damage dealt by the Warden of Wind is dealt to each character at this location.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 6
Traits
Outsider
Angel
Check
Charisma
Diplomacy
14
Powers
Instead of acquiring this card normally, you may attempt a Combat 20 check. If you succeed, acquire this card; if you fail, Ayruzi deals damage to you as if he were a monster.
Discard this card to add 1 die to a check, or to explore your location.
Discard this card to add 2 dice to a Divine check, or to reduce damage dealt to you 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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
At This Location: When attempting a check to acquire an ally, you may instead recharge a card to automatically acquire the ally.
When Closing: Banish a card from your hand.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:1 ?:1
Item 6
Traits
Accessory
Magic
Check
Strength
Dexterity
Constitution
9
Powers
Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Monster 4
Traits
Harpy
Check
Combat
14
Powers
Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
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.
Spell 4
Traits
Magic
Divine
Check
Wisdom
Divine
12
Powers
Discard this card and choose a character at your location to add the top 2 cards of his deck to his hand. You may not play this card during an encounter
If you do not have the Divine skill, banish this card.
Succeed at a Divine 14 check to recharge this card instead of discarding it.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 3
Traits
Human
Ranger
Check
Wisdom
Survival
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Barrier 4
Traits
Lock
Magic
Arcane
Check
Intelligence
Arcane
13
OR
Combat
26
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Ally 5
Traits
Half-Orc
Cleric
Divine
Check
Charisma
Diplomacy
9
OR
Wisdom
Divine
7
Powers
Recharge this card to allow every character at your location to shuffle 1 random card from her discard pile into her deck.
Discard this card to explore your location.
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Reta by Redelia |
The fierce little goblin turns over Blessing of Nethys, and then explores her location.
She finds a henchman. "Ahhhgh, it's Vorka!" she yells. The scary thing decides to follow her around. She banishes her rogue ape.
Now Reta gets to try to close her location. She
perc.: 1d6 + 3 ⇒ (6) + 3 = 9 (dc increased because of haunt)
Glassworks is closed.
Reta discards (actually, recharges) Mighty Steed to move to the village house and explore there.
She finds a belt.
dex: 1d10 + 4 ⇒ (4) + 4 = 8
Nope.
Now she recharges velociraptor to explore again.
She finds another henchman!
This time, she banishes her Ophidian Armor, and another haunt decided to follow her.
Now she banishes Javelin of Lightning to close her location.
The exhausted little goblin decides to rest for a moment.
Hand: Xoff, Blessing of the Gobs, Blessing of Hadregash 2, Planar Crossbow +2, Climber's Gloves, Emerald of Dexterity, Blessing of Hadregash 1,
Displayed: Cannibal Haunt, Cannibal Haunt 2,
Deck: 10 Discard: 0 Buried: 3
Notes: 2 die bumps remaining
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [x]+4
Ranged: Dexterity +2
CONSTITUTION d8 [x]+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: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 6 Kyra/redeux
Top of Blessing Discard Pile: Blessing of Irori
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 24
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 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 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 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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Lirianne
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.
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to 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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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:1 Ba:1 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Kyra
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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
Barrier 3
Traits
Trap
Check
Dexterity
Disable
Wisdom
Perception
12
Powers
If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
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.
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.
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.
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Seoni, Raz
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Barrier 5
Traits
Trap
Check
Dexterity
Disable
13
Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
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 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
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
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Kyra #274929-1002 |
skip move step, randomly shuffle major cure (only card in discard) into deck
Kyra, having rested from slaying the hungerer, heads further into the crypts. she finds some Studded Armor with a set of bones inside. She doesn't attempt to pick it up. banish Arrow Catching Studded Leather
Kyra continues on. recharge BoSarenrae to explore
As Kyra enters into a new chamber, she seems to find a Haunt. banish Find Traps
reveal evangelist, use BoSarenrae, use Seoni's BoAbadar
Perm close 13 survival: 3d10 + 4 ⇒ (2, 4, 10) + 4 = 20 success, location closed
Reset hand and end turn
Hand: BoGorum 2, Fanged Falchion (loot), BoSarenrae 3, Major Cure, BoDesna, Evangelist, Pearl of Wisdom, BotDawnflower,
Displayed: Haunt,
Deck: 11 Discard: 0 Buried: 3
"Notes: blessings available. Desna gives 2 dice to recharge a spell. I have exhausted my 1x scenario reroll for 2-6B.some cards:"BotDawnflowerSpoiler:Burst of Glorysame as BoSarenrae (2 die to non-combat cons) except I can add a 2nd blessing if i use BotDawnflower first.Spoiler:Impervious Fortress PlateTraits: Magic, Divine. Powers: Display this card when a character at your location encoutners a bane. While displayed, add 1d6 to checks to defeat by characters at your location, and each other character that ends his turn at your location may recharge a random card from his discard pile. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 15 check to recharge it instead.Spoiler:Traits: Heavy Armor, Magic. Powers: If proficient with heavy armors, reveal this card to add 1d8 to your constitution non-combat check.
Discard this card to reduce all damage dealt to you to 0; if proficient with heavy armors, you may recharge this card instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 [x]+2 [X]+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.
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: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 7 Raz/Chris
Top of Blessing Discard Pile: Blessing of Torag
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 23
Blessings Deck
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 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 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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1
Located here: Lirianne
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.
Spell 4
Traits
Magic
Arcane
Check
Intelligence
Arcane
12
Powers
At the end of a player's turn, discard this card to move yourself and any number of willing characters at your location to a location of your choice. Ignore any movement restrictions.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 14 check to 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.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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
The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:0 ?:1
Located here: Seoni, Raz
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Barrier 5
Traits
Trap
Check
Dexterity
Disable
13
Powers
If undefeated, each character at this location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d4+1 Combat damage.
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 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Ally 5
Traits
Half-Orc
Rogue
Check
Dexterity
Stealth
11
OR
Charisma
Diplomacy
13
Powers
Recharge this card to add 1d6+1 with the Poison trait to your Melee combat check.
Discard this card to explore your current location.
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
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
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Lirianne 1005 |
Combat 16: 1d10 + 5 + 1d12 + 2 + 2d6 + 1d8 ⇒ (6) + 5 + (5) + 2 + (4, 2) + (5) = 29 Troll is toast. Well, well -- gun does not jam! Craft 11: 1d8 + 4 ⇒ (3) + 4 = 7 Dragonsbreath is buried.
Discards Blessing of Erastil to explore more, and sees a spell, but chooses not to acquire.
She then asks Old Salt to explore some more, and comes across a Blessing of Gorum. Strength 4: 1d4 ⇒ 3 She's too weak physically to have Gorum's blessing.
She rests (recharging Expeditious Chain Mail and drawing back up) and ends her turn.
Hand: Quartermaster, Toxic Blunderbuss +1, Lucky Rifle +2, Hand Cannon, Sniper Goggles, Magic Spyglass,
Displayed:
Deck: 9 Discard: 4 Buried: 1
Notes: If you fail a combat check I can bury a card to add 1d4+1 to the combat check c/o my Lucky Rifle. Can also bury cards to add 2d6 to combat checks with the Hand Cannon.
Skills and Powers
SKILLSSTRENGTH d4 []+1
DEXTERITY d10 [x]+1 [x]+2 [x]+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [x]+1 [x]+2 [x]+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."
Raz 125136-1002 |
Retro: bury the potion Raz acquired as per the scenario power, use originally posted hand.
Raz flips a blessing of Torag and shuffles a random card from her discard back into her deck (Retriever) instead of moving. She then peeks at both her own top card (assuming Seoni used the power on her) and Seoni's (her own being Scribe).
Raz explores and encounters a cannibal haunt, banishing her Scribe from the top of her deck (since she can just get it right back again at the end of the scenario, with it being an Ally 2). She then makes the Diplomacy check to close, figuring closing would be more worthwhile than pursuing the two sacred killers further.
Diplomacy 7: 1d10 + 5 ⇒ (9) + 5 = 14
Upon closing the Rusty Dragon, Raz recharges her mountain dog.
MorkXII |
1 person marked this as a favorite. |
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: When you acquire a boon, bury a card.
To win the scenario, close all locations.
Turn: 9 Seoni/Merisal The Risen
Top of Blessing Discard Pile: Blessing of Nethys
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.
Blessings Remaining: 21
Blessings Deck
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 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 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
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 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
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
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
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 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 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 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
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 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 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
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 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 C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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
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.
Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Lirianne
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
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.
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.
Spell 5
Traits
Magic
Arcane
Attack
Check
Intelligence
Arcane
14
Powers
For your combat check, discard this card to roll your Arcane die + 4d6. If you defeat a non-Villain monster when playing this spell, banish that monster, even if it would otherwise be undefeated.
Discard this card to defeat a barrier with the Lock or Obstacle trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 16 check to recharge this card instead of discarding it.
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
The Rusty Dragon
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: Seoni, Raz
Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
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
Armor 5
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
10
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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Discard this card to move to another location at the end of your turn.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item 6
Traits
Accessory
Magic
Check
Constitution
Fortitude
8
OR
Intelligence
Arcane
9
Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.
Item 2
Traits
Object
Magic
Check
Dexterity
Disable
8
Powers
Reveal this card to defeat a barrier with the Lock trait.
Monster 3
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster 6
Traits
Undead
Vampire
Rogue
Check
Combat
22
Powers
The Skulking Vampire is immune to the Mental and Poison traits.
Before the encounter, succeed at a Wisdom or Perception 16 check or the difficulty to defeat the Skulking Vampire is inscreased by 2, or by 4 if you are the only character at this location.
If undefeated, bury 2 random cards from your discard pile.
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.
Weapon 1
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
9
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
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.
Item 1
Traits
Wand
Magic
Arcane
Check
Intelligence
Arcane
7
Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Village House
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
Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1
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.
Monster B
Traits
Giant
Check
Combat
15
Powers
Damage dealt by the Hill Giant is dealt to each character at this location.
Weapon 3
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
10
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 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman Monster 6
Traits
Undead
Dwarf
Check
None
Powers
Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
When you encounter the Cannibal Haunt, you may immediately attempt to close this location.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item 4
Traits
Accessory
Magic
Check
Wisdom
Survival
Constitution
Fortitude
5
Powers
Recharge this card to reduce Combat damage dealt to you by 3.
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.
Monster 6
Traits
Worm
Check
Combat
21
Powers
The Frost Worm is immune to the Cold trait.
Add 1 die to checks to defeat the Frost Worm with the Fire trait.
If defeated, each character at this location attempts a Dexterity or Acrobatics 14 check. Characters who succeed are dealt 1 Cold damage; characters who fail are dealt 1 Combat damage and 1 Cold damage.
If undefeated, put the Frost Worm faceup on this location deck; characters may not move or be moved from this location as long as the Frost Worm is faceup on the deck.
Armor 6
Traits
Shield
Offhand
Magic
Check
Constitution
Fortitude
9
Powers
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce damage dealt to you by 2.
Bury this card to reduce all damage dealt to you to 0; if you are proficient with light armors, discard this card instead.
If you are 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.
Merisiel Seoni 1006 |
Top card of Seonis deck is sihedron medallion she flips blessing takes another peek at the top of Raz’s deck and heads for the courtyard. Come back Wednesday I never have a fire spell on wednesdays . As the troll shuffles off she looks around and finds two shields she picks the best
dominate recharge 14: 1d12 + 6 ⇒ (6) + 6 = 12
Dominate discarded
location has haunt, troll, frost worm, hill giant, weapon 3 weapon 5 item b item 4 armour 3
pleased with her looting she ends her turn
Hand: Mountaineer Al6, Sihedron medallion, Fortress Shield Ar6, Swipe, Vlessing of Pharasma 1, Blessing of Abadar 2b, Blessing of Pharasma 2,
Displayed:
Deck: 14 Discard: 2 Buried: 1
Notes: If she has it in hand she will have used the headband on all checks (arcane +7 diplomacy +6) Blessings available
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 [X5]+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 [X6]+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