
MorkXII |

I could probably do any of the remaining ones, so I'm happy with leftovers. Guard Tower sticks out as a good one though since I have the STR and my sword power feat would make it easier to encounter the bandits each turn
Kyra is probably better suited than any of the other characters for both the Guard Tower and the Woods. Other than that, I don't see any locations that stick out as ideal for any particular character.

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Kyra #274929-1002 wrote:I could probably do any of the remaining ones, so I'm happy with leftovers. Guard Tower sticks out as a good one though since I have the STR and my sword power feat would make it easier to encounter the bandits each turnKyra is probably better suited than any of the other characters for both the Guard Tower and the Woods. Other than that, I don't see any locations that stick out as ideal for any particular character.
Reta good discussion to have. Seoni likes the boon bane ratio at the guard tower. But the bandit problem and the strength check to close makes it a no go area. Woods also not ideal. Burying her allies does not appeal to Seoni and although the garrison has no traps it definitely does not want two people there.
Seoni heads to the goblin fortress to show these goblins she is not afraid of them
She finds a standard bearer camped outside. She offers him a book to read
diplomacy dc 6: 2d12 + 2 ⇒ (12, 11) + 2 = 25 discarding codex for extra die
They get on really, really, really well
knowledge dc10: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4 recharging sage to recharge codex
The book is discarded as they find a cosy place to await reinforcements
Ends turn
Didnt want to do lots of explores until we have all had chance to get away from junk beach. Also trying to recharge codex was going to get frostbite at least 1 card closer to the top of my deck
Hand: Good omen, Blast Stone, Standard Bearer, Blessing of the gods 1, Blessing of the gods 4, Bracers of protection,
Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Use blessings on villain, henchmen, closing locations and lingeing barriers use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 10 Reta/Redelia
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Seoni
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
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.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Located here: Reta, Kyra,
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
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.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Lirianne
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
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 B
Traits
Cache
Lock
Veteran
Check
Strength
Melee
10
OR
Dexterity
Disable
9
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
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.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Item B
Traits
Object
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.

Reta by Redelia |
Thanks, Kyra, and thanks for the heal.
2d10 + 1d6 + 3 ⇒ (1, 2) + (3) + 3 = 9
Pthht, dice roller must hate me tonight.
Reta's armor protects her, but is too dirty to use again on this adventure.
Burying stalking armor to reduce damage to 0.
Hand: Thieves' Tools, Doghide Armor, Blessing of the Gobs 3, Emerald of Dexterity, Hand Crossbow,
Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes:
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([] or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 11 Kyra/redeux
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 19
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Seoni
Item 1
Traits
Staff
Magic
Divine
Healing
Check
Wisdom
Divine
7
Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
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.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
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.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each other character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, do not banish any weapons or armors from this location; shuffle any that remain into this deck.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1
Located here: Lirianne
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Reta
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.
Item B
Traits
Object
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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.

Kyra #274929-1002 |

Hand: Dogslicer+1 (acquired), Codex (acquired), Longsword, Fireblade,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask!
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)
Kyra heals self
Heal: 1d4 + 1 ⇒ (3) + 1 = 4 entire discard pile (all blessings) shuffled into deck.
discard Fireblade for heal
reset hand and end turn
Hand: Dogslicer+1 (acquired), Codex (acquired), Morningstar+1, Longsword, BoCaydenCailean 1,
Displayed:
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask!

Lirianne 1005 |

Lirianne flips BotG and continues her exploration of the Garrison.
She finds a Leather Armor.
Constitution 2: 1d6 ⇒ 2 It fits!
Discards BotG to explore more and encounters a Poison Trap again!
Kyra I'm taking your BoCC for the henchman check.
Dexterity 5: 2d10 + 1 ⇒ (5, 9) + 1 = 15
This time she managed to disable it.
A Bandit comes charging down. Lirianne peeks at the top of her deck -- the Quartermaster (recharged). Also recharges the Wheellock Pistol because of the Bandit's power. She uses her Shock Musket +1 to stop him.
Combat Check 10: 2d10 + 4 ⇒ (6, 10) + 4 = 20
Shock Musket +1 (1): 1d12 ⇒ 9 Musket still has ammo.
Garrison closed.
Hand: Shock Musket +1, Arquebus, Leather Armor (ncd), Matchlock Hackbut, Blessing of the Gods 4,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: I can add 1d4 and 1d6 to 2 separate combat checks.
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)
I plan to go to the Guard Tower next.

![]() |

Seoni flips the blessing of lamashtu and explores the goblin fortress
She explores and finds magic staff
She thanks the gods for this good omen and acquires it
plays good omen to lower dc to 5 which with her innate skills with magic makes it auto acquire
recharge good omen: 1d12 + 3 ⇒ (5) + 3 = 8
She then uses her new staff and her guide recharges underneath.
Her standard bearer friend rushes ahead and encounters a goblin closet
goblin effect: 1d6 ⇒ 6
The closet collapses on the standard bearer burying him
Seoni cant see any lurking goblins and once again awaits reinforcements
Recharges staff to recharge guide from her discard pile then discards standard bearer for an explore goblin trait on trap buries the recently discarded standard bearer. Seoni can't make the wisdom check to encounter the goblin and defeat the trap. So trap is undefeated and gets shuffled back into location
Ends turn and resets hand
Hand: Sihedron medallion, Blast Stone, Blessing of the gods 2, Blessing of the gods 1, Blessing of the gods 4, Bracers of protection,
Displayed:
Deck: 8 Discard: 3 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations and lingeing barriers use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 14 Reta/Redelia
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 16
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Seoni
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Located here: Kyra
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
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.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1
Located here: Reta
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.
Item B
Traits
Object
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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.

Reta by Redelia |
Reta looks around the farmhouse, and finds a chest that looks full of goodies! She gets out her thieves' tools and uses them to try to open it.
2d10 + 1 ⇒ (2, 1) + 1 = 4
But she can't get the chest to open.
The dice roller really does hate me today...
Then Reta discards her blessing to explore again.
She finds a blast stone.
1d6 ⇒ 5
She grabs the stone, and discards it.
Then she draws 2 new cards out of her deck. (2 blessings)
Hand: Thieves' Tools, Doghide Armor, Blessing of the Gobs 1, Blessing of the Gobs 2, Hand Crossbow,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes:
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([] or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.

Kyra #274929-1002 |

Hand: Dogslicer+1 (acquired), Codex (acquired), Morningstar+1, Longsword,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask!
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)
Kyra heads to the Woods. Was going to do Guard Tower but looks like Lirianne is heading there. Let me know if you need help!
Kyra encounters a Ghost
Ghost DC 12: 1d10 + 1d8 + 4 ⇒ (8) + (1) + 4 = 13 Kyra's Longsword is fused with the magic trait (power feat) and defeats the ghost. Ghost is banished
Kyra resets hand (discards 2 cards) and ends turn.
Hand: Dogslicer+1 (acquired), Cure, BoGods 2, Longsword, Find Traps,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask!

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 16 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of Shelyn
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 14
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Seoni
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
7
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 you aren't proficient with weapons, the difficulty of this check is increased by 4.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster 1
Traits
Goblin
Rogue
Basic
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Kyra
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
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.
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.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0 ?:1
Item B
Traits
Clothing
Magic
Check
Dexterity
Stealth
8
Powers
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Reta
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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.

Lirianne 1005 |

GM, Garrison is closed but the weapons and armor remain and not banished (not that I want to keep hunting for gear).
Liranne flip BoShelyn and moves to the Guard Tower. She meets the first Bandit there.
(Peeks at top of her deck -- Thieves' Tools (recharged)).
Bandit forces her to recharge a card -- Arquebus. She fires her Shock Musket.
Combat Check 8: 1d10 + 4 ⇒ (9) + 4 = 13 and Bandit 1 is out. Lirianne now explores the Guard Tower and sees a Cape of Escape.
Dexterity 8: 1d10 + 1 ⇒ (2) + 1 = 3 but it has a mind of its own and escapes.
Resets hand, drawing Emerald of Dexterity, and ends turn.
Hand: Shock Musket +1, Emerald of Dexterity, Leather Armor (ncd), Matchlock Hackbut, Blessing of the Gods 4,
Displayed:
Deck: 6 Discard: 5 Buried: 0
Notes: I can add 1d6 to a combat checks by discarding my Matchlock Hackbut.
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)

Lirianne 1005 |

Whoops, I can retro by putting back Arquebus in my hand, and putting thieves tools and emerald on top deck.
Revised Hand: Shock Musket +1, Arquebus, Leather Armor (ncd), Matchlock Hackbut, Blessing of the Gods 4,
Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: I can add 1d6 to a combat checks by discarding my Matchlock Hackbut.
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)

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Seoni flips blessing of erastil and explores the fortress some more
She finds a magic short sword
strength dc7: 1d4 + 4 ⇒ (1) + 4 = 5
But the sword skitters away from such a puny human
Discards blessing to explore again
and encounters the villain
Big Chief Wortus
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
goblin effect: 1d6 ⇒ 1
Crap 2 con checks dc 5 and dc 7 fail both and any check to defeat him becomes almost impossible Seoni has d6 con
Currently Chief Wortus is dc 18 as he is a goblin in the goblin fortress
Seoni has 2 blessings
Reta has 2 blessings
Kyra has 1 blessing
Lirianne 1 blessing
If i make the con checks its going to be discard bracers and throw in blast stone for base of 1d12+1d6+1d4+3
these and the closing checks can be done in whatever order we like

MorkXII |

The Close checks need to be done first, actually (and should have happened before you rolled the Goblin effect, not that it makes a big difference). Temp closing is a 'before you encounter' action, the Goblin effect is 'When you encounter', and the Con check(s) are 'before you act' actions.
EDIT: Having thought about the odds of making this work quite a bit, it actually makes quite a bit of difference knowing what the result of the Goblin effect roll was BEFORE everyone gets a chance to temp close. I'm going to rule that the Goblin Effect roll Seoni made does not count and will be re-rolled after everyone has an opportunity to temp close.
This might end up being a benefit, since it was going to be pretty tough to pull this off with that second CON roll. Or it might make things worse. Still, I think this is the best option.

MorkXII |

Here's some math for the various checks:
Woods - Kyra:
d10+2 - 70% (unaided)
210+2 - 97% (1 blessing)
Guard Tower - Lirianne (w/ Emerald of Dexterity)
d10 - 60% (unaided)
2d10 - 94% (1 blessing)
Farm house - Reta (random monster, so impossible to say)
d10 + d6 + 3 (will likely need a blessing, but Erastil on top gives 2 dice to a ranged combat check)
Seoni's DC7 Con check:
d6 - 0% (unaided)
2d6 - 58% (1 blessing)
3d6 - 91% (2 blessing)
Chief Wortus DC 18 Combat Check (this obviously changes if Seoni rolls a 1 or 2 on the Goblin effect):
d12+d6+d4+3 - 33%
d12+2d6+d4+3 - 62% (Lirianne's Pistol)
2d12+2d6+d4+3 - 92% (Lirianne's Pistol, 1 blessing)
2d12+2d6+d4+3-10 - 36% (Lirianne's Pistol, 1 blessing, failed CON check)
3d12+2d6+d4+3-12 - 64% (Lirianne's Pistol, 2 blessings, failed CON check)

Reta by Redelia |
Reta tries to chase away a goblin dog. It's cute, but she doesn't have time to play right now. It has goblin in the name, but not the goblin trait, so not rolling the d6.
Reta uses her hand crossbow and a blessing.
3d10 + 1d6 + 3 ⇒ (1, 1, 5) + (2) + 3 = 12
success to temp close
Ick, if the blessing deck hadn't been Erastil, Reta would have failed...
My other blessing is available if anyone needs it.

Lirianne 1005 |

GM, I retconned my move so that I did not encounter the bandit; hence I did not draw the emerald. That means I'll need my blessing for my own temp to close.
Strength 5: 2d4 ⇒ (2, 4) = 6 Guard House temporarily closed.
I can discard the Matchlock to add 1d6 to the combat check, Seoni.

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I really think we should have been sure of closing the locations
goblin encounter dice: 1d6 ⇒ 2
Discarding my first blessing in hand for the fortitude check
fort check dc7: 2d6 ⇒ (5, 3) = 8
Discard bracers of protection for my force bolt power and banishing the blast stone
Discarding my second blessing Kyra’s and Reta’s too and the pistol from Lirianne
( real team effort)
thrice blessed blast dc28: 4d12 + 2d6 + 1d4 + 3 ⇒ (7, 7, 11, 7) + (1, 1) + (2) + 3 = 39
Seoni is covered in acid as the chief escapes to the woods
Discards medallion to prevent damage
recharge check dc 9 arcane: 1d12 + 3 ⇒ (10) + 3 = 13
Closes location and draws a random weapon
Hand: Blessing of the gods 3, Turtle, Frostbite, Sage, Random Weapon,
Displayed: Surgeon,
Deck: 6 Discard: 6 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations and lingering barriers use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
Ends turn and resets hand
Draws Surgeon reveals her and shuffles bracers of protection into her deck and then recharges surgeon. Looks for path to woods

MorkXII |

Random Weapons for the Goblin Fortress: 1d4 ⇒ 2. One goes into the location deck, and Seoni gets:
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 18 Reta/Redelia
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 12
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: NO BOX
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:2
Located here: Kyra
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Lirianne
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:0 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1
Located here: Reta
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Monster 1
Traits
Animal
Aquatic
Elite
Check
Combat
9
Powers
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Magic
Check
Dexterity
Ranged
11
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Ally 1
Traits
Human
Hireling
Check
Charisma
Diplomacy
6
Powers
Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
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.

![]() |

Yeah discarding the long sword a good plan draws good omen into hand and then recharges sighs long sword back into the deck
Had to redo random card from surgeon as more cards in discard pile. Still didn't manage to snag a blessing
Hand: Blessing of the gods 3, Turtle, Frostbite, Sage, Good omen,
Displayed:
Deck: 5 Discard: 7 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations (and lingering barriers) use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

Reta by Redelia |
Reta is attacked by a goblin pyro!
1d6 ⇒ 1
fort: 1d8 + 1 ⇒ (8) + 1 = 9
revealing doghide armor for extra 1d4 against goblin enemy
combat: 1d10 + 1d6 + 1d4 + 3 ⇒ (7) + (2) + (4) + 3 = 16
goblin pyro defeated, location closed.
discarding hand crossbow as fire damage.
Hand: Thieves' Tools, Doghide Armor, Force Shortbow +1, Xoff, Dogslicer,
Displayed:
Deck: 5 Discard: 5 Buried: 1
Notes:
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([] or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.
blessings pile has all 3 of my blessings and only 2 other cards.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 19 Kyra/redeux
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 11
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: NO BOX
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:3 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:2
Located here: Kyra
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Item B
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Weapon B
Traits
Polearm
Melee
Slashing
2-Handed
Elite
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
Barrier B
Traits
Obstacle
Veteran
Elite
Check
Dexterity
Acrobatics
Constitution
Fortitude
8
Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster B
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Lirianne
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
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

Kyra #274929-1002 |

Hand: Dogslicer+1 (acquired), Cure, Longsword, Find Traps,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask!
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)
Kyra explores the Woods and encounters henchman Poison Trap
Use Find Traps
Poison Trap DC 5 Dexterity: 3d4 ⇒ (2, 1, 3) = 6 Poison Trap Defeated.
Find Traps Recharge DC 8 Divine: 1d10 + 3 ⇒ (4) + 3 = 7 Find Traps discarded
Attempt to Close
Use Seoni's Good Omen
DC 6 survival: 1d10 + 4 ⇒ (2) + 4 = 6 Location Closed Except not really because there's a Villain here
Hand: Dogslicer+1 (acquired), Cure, BoCaydenCailean 2, Longsword, Pearl of Wisdom,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask! BoCaydenCailean would be really good to save for villain Cons check though.

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 20 Lirianne/yamasaki
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 10
Blessings Deck
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: NO BOX
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Seoni
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
Closed
Item B
Traits
Accessory
Magic
Elite
Check
Constitution
Fortitude
5
Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Kyra
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Located here: Lirianne
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
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

Kyra #274929-1002 |

I think my plan should be to move to Guard Tower and be ready to temp close that (or perma close). I also have cure up, it looks like both Seoni and Reta could use it. I can also always give up an exploration to heal both of you. Who will fight villain? And if we're just going to temp close on Guard Tower I can discard my hand next turn to get as many blessings as possible. I have 2 in discard, 1 in hand and 3 in deck.

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Seoni does a happy dance that somone asked for help as she casts good omen
arcane recharge dc 8: 1d12 + 3 ⇒ (2) + 3 = 5
yeah could do with a heal if only to get the four blessings in my discard pile back into play
Hand: Blessing of the gods 3, Turtle, Frostbite, Sage,
Displayed:
Deck: 5 Discard: 8 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations and lingering barriers use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

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So..
A outline of a plan if we dont try to close the guard tower
Lirianne encounters bandit
then moves to beach to loot
9 turns left
Seoni heads to woods where Kyra heals with cure on arrival
Seoni does nothing. discards all but blessing trying to pull more blessings into hand
8 turns left
Reta heads to fortress to gather weapon (she strong in both dex and str so has chances for both dex and str weapons)
7 turns left
Kyra heads to Fortress and heals Reta
6 turns left
Lirianne moves to woods and does nothing to gain blessing from Seoni
5 turns left
Seoni gives one blessing to Lirianne and moves to and loots beach
4 turns left
Kyra moves to guard tower
3 turns left
Reta goes to guard tower
2 turns left
lirianne joins the posse at the guard tower
1 turn left
Seoni moves to woods and Chief Wortus blows up in her face after Kyra Reta and Lirianne close guard tower
last turn
After Seoni makes a mess of it Reta retrys
The garrison is also an option for Lirianne to loot but i think we got a quick glimpse of the cards there when we closed it and there were no tier 1 items I believe.

Lirianne 1005 |

During that fight where I use the Matchlock Hackbut, I use Lirianne's replacement power to discard Arquebus instead of the matchlock.
Lirianne flips BotG and encounters Bandit 1. She peeks at the top of her deck, Thieves' Tools (recharged). Bandit forced her to recharge a card (leather armor). She answers with her Shock Musket.
Combat Check 8: 2d10 + 4 ⇒ (9, 3) + 4 = 16 and he's out.
Shock Musket +1 (1): 1d12 ⇒ 6 Gun still has bullets.
She moves to the Junk Beach and explores, finding an Amulet of Fortitude.
Constitution 5: 1d6 ⇒ 1 But it was washed by the tide and she can't swim far.
Resets hand and ends turn, drawing Emerald of Dexterity, Gunner Squire, and Spyglass.
Hand: Shock Musket +1, Matchlock Hackbut, Emerald of Dexterity, Gunner Squire, Spyglass,
Displayed:
Deck: 4 Discard: 7 Buried: 0
Notes: I can add 1d6 to a combat check by discarding my Matchlock Hackbut.
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)

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Seoni flips a blessing of gorum and heads to the woods
Kyra casts heal and
shuffles: 1d4 + 1 ⇒ (2) + 1 = 3 cards into Seonis deck
BotG, Blessing of Pharasma, BotG are shuffled in
Seoni discards turtle, sage and frostbite and resets her hand
Hand: Blessing of the gods 3, Sihedron medallion, Longsword, Blessing of the gods 2,
Displayed: Surgeon, Staff of Minor Healing,
Deck: 7 Discard: 6 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations and lingering barriers use good omen on closing locations and tier 1 loot
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1
Hand Size 6 [] 7
Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.
She then recharges the staff to recharge frostbite then reveals surgeon to shuffle Frost ray into her deck then recharges Surgeon
Kyra i will leave the recharge on the cure to you

MorkXII |

During This Adventure:
During This Scenario: After you build location decks, put a number of Goblin Raider henchmen equal to the number of characters on top of the Junk Beach location deck.
All characters start at Junk Beach and cannot move until it is closed.
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.
When you defeat a Goblin Raider, you may not attempt to close the location it came from.
Turn: 22 Reta/Redelia
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 8
Blessings Deck
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Goblin Fortress
At This Location: NO BOX
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Chain
Melee
Piercing
Finesse
Check
Strength
Melee
8
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Junk Beach
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Kyra, Seoni
Villain Monster 1
Traits
Goblin
Aristocrat
Check
Combat
16
Powers
Before you act, each character at this location must succeed at a Constitution or Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
After you act, each character at this location is dealt 1d4 Acid damage.
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1
Weapon B
Traits
Sling
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Monster 1
Traits
Aberration
Basic
Check
Combat
8
Powers
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Item B
Traits
Tool
Basic
Check
Dexterity
Disable
4
Powers
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
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 B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Henchman Barrier B
Traits
Trap
Poison
Check
Dexterity
Disable
5
Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Staff
Melee
Bludgeoning
2-Handed
Basic
Check
Strength
Melee
3
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Sword
Melee
Slashing
Finesse
Elite
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Farmhouse
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

Reta by Redelia |
Reta moves to the Goblin Fortress. She looks around, and finds a spiked chain that was left there.
Because the card says you can use the melee skill, Reta uses her dogslicer, which is finesse.
1d10 + 1d6 + 3 ⇒ (3) + (1) + 3 = 7
The spiked chain looks rusty, so Reta leaves it alone.
Hand: Thieves' Tools, Doghide Armor, Force Shortbow +1, Xoff, Dogslicer,
Displayed:
Deck: 5 Discard: 5 Buried: 1
Notes:
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d6 []+1
WISDOM d6 []+1 []+2 []+3
Perception: Wisdom +3
CHARISMA d4 []+1
Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you would discard a weapon for its power, you may recharge it ([] or a random other weapon in your discard pile) instead.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2.
When you defeat a monster, you may bury a card from your hand ([x] or discard pile) to ([] examine the top card of your location deck, then you may) explore your location.

Kyra #274929-1002 |

Reta - It wouldn't have changed the outcome but your Dogslicer reads "For your combat check." A combat check is any check that reads "Check to defeat: Combat." In the case of the Spiked chain it just wants your Strength or Melee skill. You are correct that since Spiked Chain has the finesse trait you get Melee: Dexterity +2 power feat. The end result would've been just your 1d10+3.
Recharge Cure DC 8 wisdom: 1d10 + 3 ⇒ (1) + 3 = 4 Cure discarded
Hand: Dogslicer+1 (acquired), Cure, BoCaydenCailean 2, Longsword, Pearl of Wisdom,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask! BoCaydenCailean would be really good to save for villain Cons check though.
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2
Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)
Kyra heads to Goblin Fortress to meet Reta and tend to her wounds
Heal: 1d4 + 1 ⇒ (1) + 1 = 2 random cards shuffled into deck.
discards BoCaydenCailean2
reset hand and end turn
Hand: Dogslicer+1 (acquired), BoGods 1, Chain Mail, Wooden Armor, BoGods 3,
Displayed:
Deck: 2 Discard: 10 Buried: 0
Notes: Blessing for hench/close/barriers/ otherwise ask! BoCaydenCailean would be really good to save for villain Cons check though.