
Magabeus - 1001 Zarlova |

Encounter 1: Ambush
Random: 1d6 ⇒ 2 Eat a Bag of Slugs Real Quick
Constitution DC 5: 1d6 ⇒ 5
Constitution DC 5, blessing of the gods: 2d6 ⇒ (2, 2) = 4
Bury Blessing of Pharasma #2
Zarlova is handed a bag of slugs, she manages to get the first one down and offers a quick prayer to Venkelvore to also keep it down. The nasty bugger crawls back out through her nose!
Play cure on self
Cards: 1d4 + 1 ⇒ (2) + 1 = 3
4 cards in discard, which one stays: 1d4 ⇒ 2
Recharge Cure DC 8: 1d10 + 3 ⇒ (8) + 3 = 11
Play cure on Harsk
Cards: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Cure DC 8: 1d10 + 3 ⇒ (1) + 3 = 4
Zarlova cures herself and her friend Harsk and looks at Tup, hoping he can deal with the slugs.
Hand: Sage's Journal, Sage, Inflict, Wooden Armor, Aid, Fireblade,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes:
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 6 [ ] 7 [ ] 8
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([ ]or a blessing) , you may add it to your hand.
Deck needs to be shuffled, Harsk: you can shuffle two random cards from discard into your deck.

Merisiel's 1007 Urgraz |

Urgraz turn
Blessing of Erastil
Urgraz plays channel corruption and targets blessing of the gods in his hand which has corruption trait until end of turn
random selection: 1d18 ⇒ 10
Draws barrier secret stash
barrier: 1d6 ⇒ 6
Recharges blessings of the archdevils
wisdom: 2d8 ⇒ (4, 5) = 9
Success!
selecting: 3d18 ⇒ (3, 9, 16) = 28
Shuffles smoked glass goggles into deck
Will recharge channel corruption on divine 6 check
recharge check: 1d8 + 1 ⇒ (7) + 1 = 8
So timing question does my spell recharge before I shuffle in the smoked goggles or after
I will end my turn and reset my hand. On this occasion I will leave channel corruption as a recharged item on my deck
Hand: Hammer, Blessing of the gods, Burning snot,Scale mail, Blessing of the god(s),
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

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@Wendy Ann: You can encounter the top two cards in whatever order you prefer, as Urgraz had the option to put them in any order he wished after defeating Secret Stash.
During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (3), Zarlova (2), Urgraz (1), Tup (0), Mogmurch (0), Harsk (0)
Turn: 10 Tup/Wendy Ann
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
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
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.
Discard 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
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:9 W:1 Sp:0 Ar:2 I:1 Al:1 Bl:1 ?:0
Located here: Everyone!
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.
Ally B
Traits
Animal
Pet
Check
Wisdom
Survival
4
Powers
Put this card on top of another character's deck to add 1d4 to your Strength check.
Discard this card to explore your location.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
Item C
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
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 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Thunderspirit's 1001 - Harsk |

Thanks, Zarlova.
4 cards in discard, shuffle back in #1: 1d4 ⇒ 1
3 cards in discard, shuffle back in #1: 1d3 ⇒ 1

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1 person marked this as a favorite. |

I'll shortly be making Wendy-Ann's post; she told me what she'd be doing, but she ran out of time trying to understand what had happened prior to her turn, and had to go to work.
On that topic: It would be helpful if people could include a little more narrative information in their posts. For example: If you're making a check, it's nice if the dice roll tag says "Wisdom 6:", rather than just "Wisdom:" - that way it's immediately obvious whether the check succeeded or failed. At the table that would be apparent from the player's actions or comments, but we don't get those in a virtual game.
A slightly more complicated example: It's quite hard to know just what is happening during Urgraz's last move. The first two or three parts are reasonably straightforward, but then we get "selecting:". Without having "Secret Stash" in front of us (made even more awkward this time because the last GM post with the card descriptions was on a different page) there's no easy way of knowing what is going on (examining the top three cards of the location deck, maybe choosing one, then returning the others to the top of the deck in any order). Again at a physical table this isn't a problem - we can all see the card that was encountered.

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Tup/Wendy-Ann's Turn
Tup will be encountering the barrier, as there's a good chance he'll be able to deal with what he encounters
Barrier: 1d6 ⇒ 4 The Rusty Earbiter
A favourable roll! Acrobatics is what Tup is good at, so the original barrier would have been reasonable for him. But this is even better
Discarding a blessing for an extra die
Acrobatics 7: 2d8 + 2 ⇒ (1, 4) + 2 = 7 (Whew!) Tup wriggles through the Earbiter and emerges from the other end unscathed.
"See, Ranzak! That's the way to do it!"
That's the end of Tup's turn
Wendy-Ann will post her hand update at some point

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timing question does my spell recharge before I shuffle in the smoked goggles or after?
You recharge/discard the spell after you play it, before going on to any other part of your turn (in this case, before you encounter the barrier).
Basic rule of PACG - complete one thing before going on to any other thing.
The next thing you do is recharge the blessing of the archdevils, which takes place before you roll to resolve the encounter with the barrier.
You only get the goggles after succeeding at the encounter, so both the cards recharged earlier are already in your deck, and will get shuffled.

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Tup/Wendy-Ann's Turn
Tup will be encountering the barrier, as there's a good chance he'll be able to deal with what he encounters[dice=Barrier]1d6 The Rusty Earbiter
A favourable roll! Acrobatics is what Tup is good at, so the original barrier would have been reasonable for him. But this is even better
Discarding a blessing for an extra die
[dice=Acrobatics 7]2d8+2 (Whew!) Tup wriggles through the Earbiter and emerges from the other end unscathed."See, Ranzak! That's the way to do it!"
That's the end of Tup's turn
Wendy-Ann will post her hand update at some point
Should I wait for her hand update before I take my turn?

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JohnF wrote:Wendy-Ann will post her hand update at some pointShould I wait for her hand update before I take my turn?
No - go ahead.
If you get to a point in your turn where you feel you need to wait, that's fine. But there's no point in everybody waiting just in case.
Wendy-Ann - 1007 Tup |

Hand update
Hand: Burning Snot, Deliverance, Dogslicer, Detect Magic, Potion of Vision, Cure,
Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes:
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

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Mogmurch decides to have another go at looking around.
Exploration: 1d6 ⇒ 1 then Barrier: 1d4 ⇒ 1
He shoves his face in a bag of fermented apples, but before he does he prays for blessings from the Gobs.
Constitution (8): 2d8 ⇒ (2, 4) = 6
Mogmurch feels like an ogre punched him in the gut.
"Ooh, me sleep this off.."
Hand: Potion of Vision, Dogslicer, Reformarium Servant, Blessing of the Gobs 2, Blessing of the Gobs 3, Potion of Beast Skin,
Displayed:
Deck: 8 Discard: 1 Buried: 0
Notes:
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 5 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

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Mogmurch decides to have another go at looking around.
[dice=Exploration]1d6 then [dice=Barrier]1d4
I'm not sure what those two rolls are for.
First of all, the top card of the location deck is an ally (Redbutt), so that is what you should be encountering.
Secondly, if it had been a barrier, you would just roll 1d6 to see exactly what you encountered. If you rolled 1 to 4 you would encounter the corresponding special barrier (no need to roll a d4); if you rolled 5 or 6 you would encounter the barrier you found in the location deck.

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khazkhaz wrote:Mogmurch decides to have another go at looking around.
[dice=Exploration]1d6 then [dice=Barrier]1d4
I'm not sure what those two rolls are for.
First of all, the top card of the location deck is an ally (Redbutt), so that is what you should be encountering.
Secondly, if it had been a barrier, you would just roll 1d6 to see exactly what you encountered. If you rolled 1 to 4 you would encounter the corresponding special barrier (no need to roll a d4); if you rolled 5 or 6 you would encounter the barrier you found in the location deck.
Oh! I thought I was still encountering the Collapsed Ceiling.
I'll have another go then.

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Mogmurch sees Redbutt and tries to catch it, thinking it'd make a nice snack.
Wisdom 4: 1d4 ⇒ 3
Redbutt kicks dirt in Mogmurch's face and escapes.
Mogmurch ends his turn.
Hand: Potion of Vision, Dogslicer, Reformarium Servant, Blessing of the Gobs 1, Amfibier, Turtle,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 5 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

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For those who haven't noticed, there's currently a discussion on the "discussion" tab for this game (reachable either by clicking the "discussion" tab at the top of this page, or by clicking on this link

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (3), Zarlova (2), Urgraz (1), Tup (1), Mogmurch (0), Harsk (0)
Turn: 12 Harsk/Thunderspirit
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: 18
Blessings Deck
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to 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
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:8 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:0
Located here: Everyone!
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
Item C
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
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 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Thunderspirit's 1001 - Harsk |

Sorry, I assumed with Cartmanbeck out this weekend the game was on pause. Goblin Harsk regrets the error.
Goblin Harsk moves in on the Licktoad camp...
1d6 ⇒ 5
...and finds the shopkeeper's daughter! She pretty!
Goblin Harsk sends his friend fox, NotAFriend, to distract her while he tries to get away using a Blessing of the Gods!
DC 8 WIS: 2d6 + 1d4 ⇒ (3, 2) + (2) = 7 Nooooo...
Hand: Conch Shell, Blessing of the Gods 2, Quarterstaff, Warhammer, Blessing of the Gods 3,
Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. He will also usually recharge a card for the extra 1d4 for combat checks.
Goblin Harsk will recharge the Quarterstaff for an extra 1d4 on any combat check.

![]() |

All good, Thunderspirit, I only got back last night. PAX Unplugged was really excellent. I even got to meet Jerry Holkins!
Shayliss Vinder, the shopkeeper's daughter, looks down at Goblin Harsk, offering her a misshapen flower, and laughs in his face, giving him a swift kick to the gobbo-groin for his efforts. She really is a mean human.
FYI, I had updated the deck and the top card was actually a different one, but it's not a big deal. Deck shuffled. Carry on.
During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (3), Zarlova (2), Urgraz (1), Tup (1), Mogmurch (0), Harsk (0)
Turn: 13 Ranzak/JohnF
Top of Blessing Discard Pile: Blessing of Lamashtu
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 17
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:8 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:0
Located here: Everyone!
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.
Item C
Traits
Tool
Basic
Check
Strength
Melee
6
Powers
Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Barrier C
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
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.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Thunderspirit's 1001 - Harsk |

Forgot to add: Gobliln Harsk examines the top card of the location deck so everyone knows what's on top.

Thunderspirit's 1001 - Harsk |

I believe Harsk used his own blessing not mine so I have two blessings on offer ( only one per check) sadly I believe Harsks combat help only applies to a character at another location
Oh, that's right, I forgot we're all a the same location.[
And yes, Goblin Harsk used his own BotG. He has one he will contribute to a check if needed as well.

JohnF-1011 Ranzak |

It appears the cats don't want me to play - they'd hidden my Ranzak cards under the furniture :-(
Ranzak explores the camp area and Barrier: 1d6 ⇒ 5 is Ambushed!
Discarding a blessing for an extra die gives a reasonable chance of success
Dexterity 9+1: 2d10 ⇒ (7, 4) = 11 Barrier defeated! (and a free explore)
@GM: The description for the Blessing of Lamashtu on the blessings discard pile is incorrect - it should say "Bury this card to add 2 dice ...", not "Discard this card ..."
Exploring again, Ranzak discovers a Mattock.
Ranzak has a power that adds 1d4 to a check to acquire a boon.
That's still less than a 50% chance, so he'll discard his other blessing
Strength 6: 3d4 ⇒ (2, 2, 4) = 8 Success! Ranzak is now the proud possessor of a Mattock!
After acquiring a boon, Ranzak has a chance to explore again
Random 4: 1d6 ⇒ 6 That's good enough!
... but it's another barrier Barrier: 1d6 ⇒ 4 - the Rusty Earbiter again
Ranzak has quite a good chance at this, but not good enough, so he'll take the blessing offered by Urgraz
Dexterity 7: 2d10 ⇒ (6, 4) = 10 Defeats the barrier. (Thanks for the helpful hints, Tup!)
Feeling he's done quite enough for one turn Ranzak resets his hand (drawing his last Blessing of the Gobs) and ends his turn
Hand: Dart, Shortbow, Potion of Striding, Alchemist's Fire, Confusion, Mattock (found), Blessing of the Gobs #3,
Displayed:
Deck: 3 Discard: 4 Buried: 1
Notes:
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon
When you acquire a boon on your turn, roll 1d6; on a ([ ]3,) 4, 5, or 6, explore your location
@Urgraz: I used a blessing from your hand

![]() |

@Ranzak: Thanks for the heads up on the BoLamashtu. I'll get that fixed.
During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (5), Zarlova (2), Urgraz (1), Tup (1), Mogmurch (0), Harsk (0)
Turn: 14 Zarlova/Magabeus
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
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:6 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:0
Located here: Everyone!
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
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.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Magabeus - 1001 Zarlova |

Zarlova is eager to see what is next
Encounter card 1: Trapped Locker
Barrier: 1d6 ⇒ 2 Another bag of slugs
Constitution 5: 2d6 ⇒ (2, 4) = 6 using aid
Recharge Aid, Divine 8: 1d10 + 3 ⇒ (5) + 3 = 8
She finishes the first slug without a problem and looks at the other goblins for some help, Harsk offers a quick prayer and Zarlova munches away on the last slug
Constitution 5: 2d6 ⇒ (6, 6) = 12 using blessing of the gods from Harsk
Recharge: 1d2 ⇒ 1 Blessing of the Gods #3
Grabbing another bag she manages to keep that one also in! She is not sated yet and asks her wise friend to find a new challenge
Discard sage for another explore
Encounter card 2: Chain Mail
Constitution 3: 1d6 ⇒ 5
In one of the piles of refuse they find a chain mail, Zarlova is not picky, she does not care for the little hedgehog that has used it as a home and puts the armor in her pack. Beaming with pride she turns to Urgraz "See what you can find!"
Hand: Sage's Journal, Chain Mail, Inflict, Wooden Armor, Fireblade, Holy Water,
Displayed:
Deck: 9 Discard: 2 Buried: 1
Notes:
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 6 [ ] 7 [ ] 8
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([ ]or a blessing) , you may add it to your hand.
Will discard some more cards next turn to get to my cures
@Harsk: I used your Blessing of the Gods

![]() |

During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (5), Zarlova (3), Urgraz (1), Tup (1), Mogmurch (0), Harsk (0)
Turn: 15 Urgraz/Merisal the Risen
Top of Blessing Discard Pile: Blessing of Irori
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 15
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:5 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:0
Located here: Everyone!
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.
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Merisiel's 1007 Urgraz |

Urgraz feels some god urging him to learn about writing and shudders. He pokes his head under a stinky set of Lavender and finds a smelly set of leather armor fortitude 2: 1d10 + 2 ⇒ (8) + 2 = 10 he pulls it out oblivious to the stink
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.
He then says "Tup! you next explorer!"
End of turn. Hand back up to full so no reset at end of turn. Urgraz will happily pass on leather armor at the start of his next turn. Will still offer blessing to beat bane and burning snot to beat shadow
Burning Snot
Spell B
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to roll your Arcane or Divine skill + 1d6.
Discard this card to add 1d4 and the Fire trait to a combat check by a character at your location.
Hand: Hammer, Scale mail, Burning snot, Leather Armor, Blessing of the gods,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (5), Zarlova (3), Urgraz (1), Tup (1), Mogmurch (0), Harsk (0)
Turn: 16 Tup/Wendy Ann
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:5 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Everyone!
Barrier 1
Traits
Obstacle
Human
Basic
Check
Wisdom
8
Powers
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier C
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Wendy-Ann - 1007 Tup |

Tup hears Urgraz demand that Tup explore,so, Tup explores. and finds
A Barrier: 1d6 ⇒ 2 bag tasty of slugs!
Here we go, we love slugs, we love slugs! (don't we?)
Con 5: 1d8 ⇒ 6 the first is super yummy and slides down and now for another one. Tup thanks Urgraz as he calls for a blessing for Tup and throws the rest of the bag of slugs down his throat
con 5: 2d8 ⇒ (4, 4) = 8 and they stayed down (thanks Urgraz that really helped.
Tup looks at Ranzak and see he is looking even worse than usual and offers a cure.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4 and he forgets the spell completely
Hand: Burning Snot, Deliverance, Dogslicer, Detect Magic, Potion of Vision, Doghide Armor,
Displayed:
Deck: 5 Discard: 3 Buried: 1
Notes:
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage
@Urgraz: I used your blessing of the Gods (thankyou)

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Mogmurch is feeling emboldened. He charges into camp and runs into a Shadow.
He readies his Dogslicer (discarding it to add another 1d6), douses it with a Potion of Vision and sets it on fire (discarding the Potion of Vision to add 1d6, and another 1d6 because of the alchemical trait).
With gleeful eyes, he charges towards the Shadow intending to burn it.
Combat 13: 1d4 ⇒ 34d6 ⇒ (6, 1, 3, 1) = 11
His sword cuts through thin air and he stumbles, but not before a Turtle saves him from a nasty fall (revealing Turtle to reduce 1 combat damage, and discarding Blessing of the Gobs for the remaining 1 damage). Mogmurch wonders where the creature went. Shadow gets shuffled back into the deck
He is undeterred and sets fire to the Turtle (discarding the Turtle to explore) to light his way as he ventures further into camp.
Random exploration: 1d8 ⇒ 6 Barrier encountered: 1d6 ⇒ 6
Mogmurch sees a Mystic Inscription and tries to decipher them. He talks to Amfibier absent-mindedly and hurls it towards Ranzak (putting Amfibier on top of Ranzak's deck)
Intelligence 10: 1d8 ⇒ 81d4 ⇒ 4
Mogmurch is pleasantly surprised that he figured out what the Inscription meant. His mind is filled with knowledge of a few spells.
Spells learned: 1d4 ⇒ 4
Mogmurch can now cast Cure, Force Missile, Sleep and Sanctuary
The experience makes Mogmurch feel winded so he takes cover and waits out the rest of the evening.
Hand: Leather armour, Reformarium Servant, Cure, Sleep, Sanctuary, Force Missile,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Put Amfibier on top of Ranzak's deck
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [ ]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Merisiel's 1007 Urgraz |

great turn so far Khazkhaz its even better when you add your d4 and 4d6 results together to drive off the shadow without taking damage. Sadly fire is not actually magic so the shadow is not defeated. (There is the issue of whether the dogslicers ones become threes power works on all dice in the check or just the ones gained from the dogslicer but at this point it is an academic issue)

Magabeus - 1001 Zarlova |

You can add dice just putting them all in one {dice]1d4 + 4d6{/dice] block.

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Mogmurch's power is adding dice to the check, but it's all the same check. As such, I'd expect the "ones become threes" to apply to all the d6s rolled, rather than just the two that come directly from the dogslicer's powers (the wording says "any d6 rolled on the check")
Mogmurch still has his Blessing of the Gobs, because he took no damage. That means that with the four new spells he now has seven cards in his hand; he'll need to discard down to his hand size when ending his turn.
I'm also not sure where the learned spells came from. The GM (Tyler) is the one who will determine the new spells - they have to come from the game box - and I didn't see a post saying he had done so.

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Mogmurch's power is adding dice to the check, but it's all the same check. As such, I'd expect the "ones become threes" to apply to all the d6s rolled, rather than just the two that come directly from the dogslicer's powers (the wording says "any d6 rolled on the check")
Mogmurch still has his Blessing of the Gobs, because he took no damage. That means that with the four new spells he now has seven cards in his hand; he'll need to discard down to his hand size when ending his turn.
I'm also not sure where the learned spells came from. The GM (Tyler) is the one who will determine the new spells - they have to come from the game box - and I didn't see a post saying he had done so.
Oh my bad! I'll wait for the drawn spells from the GM then. And I'll fix my hand once I have the spells that I get.

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Mogmurch picks up these four spells:
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Acid
Check
Intelligence
Arcane
Wisdom
Divine
7
Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
When you encounter a card, discard this card to evade it; then each character at your location must succeed at a Constitution or Fortitude 7 check or recharge a card. Then you may move.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (5), Zarlova (3), Urgraz (1), Tup (2), Mogmurch (1), Harsk (0)
Turn: 18 Harsk/Thunderspirit
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 12
Blessings Deck
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Everyone!
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Thunderspirit's 1001 - Harsk |

Goblin Harsk slips in behind Mogmurch, his stomach lamenting the slug feast he just missed, and explores!
1d6 ⇒ 1
He finds a bag of fermented apples, yum! He downs them all in one gulp!
Discard BotG for an extra d10
DC 8 CON: 2d10 + 1 ⇒ (7, 4) + 1 = 12
*burp*
His belly sated, he gets to per the text on trapped passageway explore again for free!
1d6 ⇒ 4
And finds the rusty earbiter!
Discard BotG for an extra d10
DC 7 DEX: 2d10 ⇒ (1, 3) = 4 Hahah, of course.
His ears get all mangled!
combat dmg: 1d4 - 2 ⇒ (4) - 2 = 2 then 1 poison dmg
So the rest of my cards.
Goblin Harsk examines the top card after shuffling the Slashing Blade barrier back in so that everyone knows what's coming.
Hand: Leather Armor, Longbow, Light Crossbow, Blessing of Erastil, Longsword,
Displayed:
Deck: 1 Discard: 9 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. He will also usually recharge a card for the extra 1d4 for combat checks.
DEX d10 [ ]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapoons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 to combat check at another location

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@Thunderspirit: The text on Trapped Passageway doesn't give you an explore since you actually encountered the Bag of Fermented Apples. All this really means is that you had to use one of your BotGs to explore, and didn't use the other on the check against the Rusty Earbiter, so nothing about your turn really changed. :)

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: When building the location deck, deal twice the listed number of
each card type into the location deck, then shuffle in a number of
random barriers equal to twice the number of characters.
When you encounter a barrier from a location deck, roll 1d6. On
1-4, summon and encounter the following barrier instead. If you
defeat it, display the original barrier next to your character deck;
otherwise, shuffle the original barrier into the location deck it
came from.
1. Eat the Fermented Apples
2. Eat a Bag of Slugs Real Quick
3. Hide or Get Clubbed
4. The Rusty Earbiter
When you defeat a barrier and would banish it, display it next to
your character deck instead.
To win this scenario, close the location Licktoad Camp.
Displayed barriers: Ranzak (5), Zarlova (3), Urgraz (1), Tup (2), Mogmurch (1), Harsk (1)
Turn: 19 Ranzak/JohnF
Top of Blessing Discard Pile: Blessing of Torag
Blessing C
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge 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 C
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 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
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.
Licktoad Camp
At This Location: You may bury an ally to add 1d6 to your check to defeat a bane.
When Closing: Either succeed at a Charisma or Diplomacy 4 check or banish an item.
When Permanently Closed: Add 1d8 to checks to defeat banes that have the Human, Half-Elf, or Elf trait by characters at all locations.
M:1 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:1 ?:0
Located here: Everyone!
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Weapon 1
Traits
Pick
Melee
Piercing
Magic
Elite
Check
Strength
Melee
12
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Monster B
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Thunderspirit's 1001 - Harsk |

@Thunderspirit: The text on Trapped Passageway doesn't give you an explore since you actually encountered the Bag of Fermented Apples. All this really means is that you had to use one of your BotGs to explore, and didn't use the other on the check against the Rusty Earbiter, so nothing about your turn really changed. :)
It's what I'd've done anyway, so. :-)

JohnF-1011 Ranzak |

We should probably plan our strategy. In my opinion the biggest problem we face by far is the Shadow. It needs magic to defeat it. Urgraz and Tup both have "Burning Snot", Zarlova has both Inflict and Fireblade, and Mogmurch has Lightning Touch. The only two characters who can't defeat the shadow are Ranzak and Harsk, and Ranzak can always choose to evade it.
That leaves Harsk. But Ranzak has a "Confusion" spell. He could give it to Harsk at the start of his turn. That way we all have a way of dealing with the Shadow; the guys who can fight it will do so (and we'll chip in with blessings if we need to - we only want to fight it once!); Ranzak will use his power to punt the encounter to somebody else, and Harsk will use the "Confusion" spell to evade it.
@GM: The "Confusion" spell has this power:
If there is another character at your location, that character may encounter the monster.
How does this work if there are multiple eligible characters?
I'll let other players chip in on the strategy (and wait for the GM ruling) before taking Ranzak's turn.

Magabeus - 1001 Zarlova |

The way I read the confusion any character at the location can choose to encounter the monster. Note the use of the word "may". So it is an option. In theory each of the others can decide to encounter it, but that would not be very efficient...Your strategy makes sense.

JohnF-1011 Ranzak |

Drat - missed that. Well, I don't see any other way to help Harsk*.
That means there's a risk if Ranzak discovers the Shadow (which he might do; he's quite likely to pick up the blessing,and if he does that there's a 50% chance he'll get another explore. And I'm not sure if Ranzak can choose not to explore - there's no 'may' in the description of the power. The Obsidian app lets me decline the explore, but that's not an authoritative rules source.
Ranzak could just pass this turn, and hope that we've got enough blessings, etc., in our hands when we encounter the shadow. If we don't encounter it before it's Harsk's turn he could pass as well - we've still got a few more turns to spare. Harsk certainly doesn't want to encounter the Shadow - if he does, then with only one card left in his deck he is very likely to die!
Alternatively, Ranzak could explore (which will definitely reduce the location deck size, and might even give the party an extra blessing we could use), and if the shadow turns up he could just bite the bullet and encounter it - thanks to Tup's cure he's got (just) enough cards in his deck to survive a hand wipe without dying. That's the way I'm leaning right now.
Edit: *Until Zarlova's turn, anyway - she could give Harsk one of her two spells.

Merisiel's 1007 Urgraz |

Khazkhaz I will give you my leather armor if you discard yours. Otherwise its going to whoever has the smallest deck on my turn
Hand: Hammer, Scale mail, Burning snot, Leather Armor,
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [ ]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

JohnF-1011 Ranzak |

Let's start this encounter!
Ranzak attempts to bank himself some goodwill with Irori
Intelligence 4: 2d4 ⇒ (4, 3) = 7 acquires the blessing.
(Ranzak gets an extra d4 on his checks to acquire boons)
Chance at a free explore Random 4: 1d6 ⇒ 3 no such luck.
Discard Blessing of the Gobs to explore again (matching powers from Blessing of Torag)
It's the last boon! And it's a Weapon 1 - we want to get that!
Using the blessing of Irori (albeit rather reluctantly ...) and revealing the Mattock to add a d8
Strength 12: 3d4 + 1d8 ⇒ (4, 1, 2) + (6) = 13 Ranzak is brandishing a nice-looking weapon he just found.
Another chance at a free explore Random 4: 1d6 ⇒ 2 also fails
Still, the location deck now contains only three cards - two barriers and the shadow; we should be able to deal with that before Harsk's turn.
Ranzak discards his Dart, Confusion, Potion of Striding and Mattock to attempt to get more blessings into his hand, but only draws one (and his Thieves' Tools and two weapons)
Hand: Shortbow, Alchemist's Fire, Heavy Pick +1 (found), Thieves' Tools, Blowgun, Blessing of the Gobs #1, Hand Crossbow,
Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes:
Dexterity d10 [ ]+1 [ ]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon
When you acquire a boon on your turn, roll 1d6; on a ([ ]3,) 4, 5, or 6, explore your location