[ADVENTURE CARD GUILD] Season 2-B1: We Be Goblins! (Inactive)

Game Master cartmanbeck

2B-2D: Pa's Reckoning

Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.

Spike and Guffy:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.


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Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 3 Urgraz/Merisiel

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Gobloch)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

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

Blessings Deck Card 2 (Turn 5 Gharsk)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 6 Ranzak)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Blessings Deck Card 4 (Turn 7 Urgraz)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 8 Gobloch)
Spoiler:
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 Deck Card 6 (Turn 9 Gharsk)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 7 (Turn 10 Ranzak)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 8 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 11 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 13 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 14 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 15 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 16 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 17 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 19 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 20 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 21 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 22 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 23 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 24 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 25 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 26 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 27 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:4 Ba:5 W:2 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:2
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Munchmeat Manor Card 2:
Cyrdak Drokkus
Ally 1

Traits
Human
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.

Munchmeat Manor Card 3:
Goblin Snake
Monster 1

Traits
Aberration
Basic

Check
Combat
8

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

Munchmeat Manor Card 4:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.

Munchmeat Manor Card 5:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Munchmeat Manor Card 6:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Munchmeat Manor Card 7:
Arrow Catching Studded Leather
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Munchmeat Manor Card 8:
Trapped Passageway
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.

Munchmeat Manor Card 9:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Munchmeat Manor Card 10:
Ambush
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.

Munchmeat Manor Card 11:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat Manor Card 12:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 13:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Munchmeat Manor Card 14:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 15:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 16 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz will start by encountering the carrionstorm that was in the blessing deck last turn

He recharges his hammer ignore the corrupted trait on his unholy asskicker

combat 12: 2d8 + 7 ⇒ (3, 7) + 7 = 17

Carrion swarm is defeated he buries his torch to explore

and find a cultist he swings his unholy weapon again and the cultist dies

melee combat 9: 2d8 + 7 ⇒ (7, 6) + 7 = 20

finally he recharges one blessing of Asmodeus to explore again and finds a human sniffing around after the meat Urgraz scares him off
Cyrdak Drokkus (Ally) Banished

Resets hand and ends turn

Urgraz wrote:

Hand: Blessing of the archdevils 2, Warhammer +1, Unholy Aspergillum +3, Blood Periapt, Asmodean Disciplines, Scale mail,

Displayed:
Deck: 9 Discard: 0 Buried: 1
Notes: Blessing shax add two dex or strength die to any combat check. Blessing of archdevils discard for one die or recharge if I have a corrupted blessing in hand (like say Shax) For Shax I would need to discard a card IF top of blessing discard pile corrupted. Happy to recharge blessing of archdevils

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3 d8+4
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d10+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1 d8+2
Charisma d4 [ ]+1

Hand Size 5 [X2] 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 ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

Technically the monster goes on top of the location deck as soon as it is is discarded from the blessings deck. It is easy to fall in to th tap of regarding the blessing deck as just a counter, especially when your own blessings are so useful to you, but we will need to keep an eye out in this game

Silver Crusade RPG Superstar 2014 Top 16

@Urgraz: My bad, I meant to point out the Carrionstorm to Ranzak before his turn but forgot to do so. Thanks for noticing!

Gobloch is blessed by the god of money (Abadar) which means little to him. He continues to explore the manor, finding a snake-like creature. He ignores its bite and swings his acid-covered sword at it.
Constitution 6: 1d6 ⇒ 3
Combat 9: 1d10 + 3 + 2d6 + 1 ⇒ (5) + 3 + (4, 2) + 1 = 15 The snake is sliced in half, its constituent parts sizzling with acid.

Oloch sends a weak human Recruit to look ahead for him, and the Recruit runs back with an Ogre and her pet chasing after him! Discarding my Recruit to explore, I find Spike and Guffy. Two combat checks here. I can take both, discarding a weapon on each. First the Heavy Pick, then the Cold Iron Greatsword. On the first check, I'm requesting a blessing from Ranzak.
Combat 14: 1d10 + 3 + 2d6 + 1d10 ⇒ (6) + 3 + (6, 5) + (7) = 27
Combat 17: 1d10 + 3 + 2d6 + 1d10 ⇒ (9) + 3 + (5, 2) + (6) = 25

He slams his heavy pick into the pet's head, killing it instantly, then slices the ogre female in half, roaring with the thrill of battle!
He then steps back, allowing the weaker goblins of the group to have a bit of the fun.

Oloch wrote:

Hand: Spiked Plate, Acidic Greatsword +1, Blessing of the Gods 3, Cure,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Happy to fight a monster if you would fail to defeat it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [X] +1 [X] +2 [ ] +3
DIvine: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([X] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 5 Gharsk/Thunderspirit

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
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: 25
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 6 Ranzak)
Spoiler:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Blessings Deck Card 2 (Turn 7 Urgraz)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 8 Gobloch)
Spoiler:
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 Deck Card 4 (Turn 9 Gharsk)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 10 Ranzak)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 6 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 7 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 9 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 11 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 12 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 13 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 14 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 15 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 16 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 18 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 19 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 20 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 21 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 22 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 23 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 24 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 25 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:2 Ba:5 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1:
Light Crossbow
Weapon C

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Munchmeat Manor Card 2:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Munchmeat Manor Card 3:
Arrow Catching Studded Leather
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Munchmeat Manor Card 4:
Trapped Passageway
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.

Munchmeat Manor Card 5:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Munchmeat Manor Card 6:
Ambush
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.

Munchmeat Manor Card 7:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat Manor Card 8:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 9:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Munchmeat Manor Card 10:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 11:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 12 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Goblin Harsk deck

Top of Blessings pile is Blessing of Irori.

Goblin Harsk goes hunting again! He finds a LIght Crossbow, which does not look tasty. But he picks it up anyway (can't fail a DC 4 DEX check) and carries on.

Discard Blessing of the Gods to explore again.

This time it's a longshanks Cultist, trying to spread the word about peace, love, and understanding. Goblin Harsk is having none of it, though.
Reveal Deathbane Light Crossbow +1, can't fail DC 9 Combat.
Goblin Harsk vanquishes the proselytizing longshanks, and continues to scout around!

Discard Blessing of Erastil to explore again.

He finds a suit of shiny armor!
DC 7 Fort: 1d10 + 3 ⇒ (4) + 3 = 7 Just made it! w00t, Armor 2!

After shoving it unceremoniously into his tattered bag, he will discard the extra Light Crossbow in hopes to draw something useful, reset his hand, scout the top card — it's a Trapped Passageway barrier — and be done.

Goblin Harsk wrote:

Hand: Warhammer, Blessing of Erastil 2, Light Crossbow, Deathbane Light Crossbow +1, Arrow Catching Studded Leather (found), Fox, ,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 6 Ranzak/JohnF

Top of Blessing Discard Pile: Blessing of Irori

Top Blessing:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Urgraz)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 8 Gobloch)
Spoiler:
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 Deck Card 3 (Turn 9 Gharsk)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 10 Ranzak)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 5 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 8 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 9 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 10 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 11 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 12 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 13 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 14 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 15 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 16 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 17 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 18 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 19 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 20 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 21 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 22 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 23 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 24 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:2 Ba:5 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1 - Goblin Commando:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Munchmeat Manor Card 2 - Trapped Passageway:
Trapped Passageway
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.

Munchmeat Manor Card 3:
Faceless Stalker
Monster 2

Traits
Aberration

Check
Combat
12

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.

Munchmeat Manor Card 4:
Ambush
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.

Munchmeat Manor Card 5:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat Manor Card 6:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 7:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Munchmeat Manor Card 8:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 9:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 10 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.

Ranzak is up, and I already moved the monster that got flipped over to the top of the location deck.


Ranzak encounters a not-a-goblin Cultist
Combat 9: 1d10 + 2 + 1d6 + 1 ⇒ (4) + 2 + (4) + 1 = 11 but an arrow from his trusty Shortbow soon deals with that problem!

Discard Poog to explore again and deal with the Trapped passageway;
play blessing of Hagredash to add one die to the check
Dexterity 9: 2d10 + 2 ⇒ (10, 4) + 2 = 16 Trap defeated; Explore again

At the far end of the passageway Ranzak spots a Faceless Stalker.
Calling on Erastil for aid, Ranzak looses another arrow from his bow.
Combat 12+2: 3d10 + 2 + 1d6 + 1 ⇒ (6, 4, 8) + 2 + (2) + 1 = 23 the Stalker is no more.

End turn, drawing Blessing of Lamashtu, Animalbane Dagger & Flight Arrows

Ranzak wrote:

Hand: Animalbane Dagger +1, Force Shortbow +1, Stalking Armor, Flight Arrows [UC], Emerald of Dexterity, Blessing of Lamashtu, Frost Ray (Acquired),

Displayed: Squealy Nord,
Deck: 7 Discard: 4 Buried: 0
Notes: Blessings generally available
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d10 [X]+1 [X]+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 ([X]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([X]3,) 4, 5 or 6, explore your location.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 7 Urgraz/Merisiel

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 23
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 8 Gobloch)
Spoiler:
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 Deck Card 2 (Turn 9 Gharsk)
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 3 (Turn 10 Ranzak)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 4 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 6 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 7 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 8 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 9 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 10 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 11 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 12 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 13 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 14 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 15 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 16 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 17 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 18 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 19 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 20 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 21 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 22 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 23 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:0 Ba:4 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1:
Ambush
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.

Munchmeat Manor Card 2:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

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

Munchmeat Manor Card 3:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 4:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Munchmeat Manor Card 5:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 6:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 7 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz encounters an ambush discards blessing of archdevils and top card of his deck (chain mail) to defeat

wisdom 11: 2d8 + 1 + 1d6 ⇒ (7, 8) + 1 + (5) = 21

Explores again and finds some caltrops

decx 4: 1d5 ⇒ 5 He picks them up and then thows them and his scale mail away sensing the end is nigh and wanting a blessing in hand

Urgraz wrote:

Hand: Corroded Helm, Warhammer +1, Unholy Aspergillum +3, Blood Periapt, Asmodean Disciplines, Blessing of Abraxas,

Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes: Blessing shax add two dex or strength die to any combat check. Blessing of archdevils discard for one die or recharge if I have a corrupted blessing in hand (like say Shax) For Shax I would need to discard a card IF top of blessing discard pile corrupted. Happy to recharge blessing of archdevils

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3 d8+4
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d10+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1 d8+2
Charisma d4 [ ]+1

Hand Size 5 [X2] 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 ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

Silver Crusade RPG Superstar 2014 Top 16

The Gobs bless Gobloch as he continues breaking down doors in this silly shack, and finds a random group of cultists doing some sort of strange and irritating ritual. Ugh, this one's annoying. We each encounter a Skinsaw Cultist. If we fail to defeat any of them, we EACH discard a card for EACH one undefeated. They can be evaded, though, so Ranzak could evade his and send it to someone else, for example.

Skinsaw Cultist:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Gobloch engages with one of the cultists, swinging his Acidic Greatsword at the crazed human. Revealing my Spiked Plate to add 1.
Combat 11: 1d10 + 3 + 2d6 + 1 + 1 ⇒ (1) + 3 + (3, 1) + 1 + 1 = 10 Ughhh... I'll use a die bump to make that 11. Stupid 1 on 1d10 AND 1d6.

I have a blessing that someone can feel free to use on their check against a cultist.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Cultist no 2 dc11: 2d8 + 7 ⇒ (8, 4) + 7 = 19 (recharging corroded helm to use aspergillum)

"Got mine"


Goblin Harsk deck

Goblin Harsk shouldn't need a blessing to defeat it.

Reveal Deathbane Light Crossbow +1.
DC 11 Combat: 1d10 + 6 + 1d8 + 1 ⇒ (10) + 6 + (5) + 1 = 22 success


Relying on his bow yet again:
Combat 11: 1d10 + 2 + 1d6 + 1 ⇒ (8) + 2 + (2) + 1 = 13 Ranzak dispatches his cultist, too.

Silver Crusade RPG Superstar 2014 Top 16

With no one needing any of his help to defeat their cultists, Oloch mutters a short prayer to any god who would listen and opens another door. On a table in the empty room, he sees a piece of paper with a bunch of images on it.
Wisdom 6: 1d8 + 2 ⇒ (4) + 2 = 6 Surprisingly, he deciphers the map, which is really just a crude map of the room that he's in, and he opens a cupboard to find a secret passage, through which he hears more cultists chanting. Examining another stupid Skinsaw Ritual.

Skinsaw Cultist when it's time:

Combat 11: 1d10 + 3 + 2d6 + 1 + 1 ⇒ (4) + 3 + (1, 6) + 1 + 1 = 16
So Oloch defeats the cultist that someone will find soon.

Before anyone else continues, he decides to heal himself with some divine energy.
heals: 1d4 + 1 ⇒ (2) + 1 = 3
divine: 1d8 + 4 ⇒ (3) + 4 = 7 Discarded.

Oloch wrote:

Hand: Spiked Plate, Acidic Greatsword +1, Find Traps, Cold Iron Greatsword,

Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: Happy to fight a monster if you would fail to defeat it.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [X] +1 [X] +2 [ ] +3
DIvine: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([X] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 9 Gharsk/Thunderspirit

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Ranzak)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 2 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 3 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 4 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 5 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 6 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 7 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 8 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 9 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 10 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 11 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 12 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 13 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 14 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 15 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 16 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 17 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 18 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 19 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 20 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 21 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1 - Skinsaw Ritual:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

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

Munchmeat Manor Card 2:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 3 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Goblin Harsk deck

Goblin Harsk whistles an off-key tune as he moves past Gobloch, straight into another silly longshanks Skinsaw Ritual.

Reveal Deathbane Light Crossbow +1.
DC 11 Combat: 1d10 + 6 + 1d8 + 1 ⇒ (1) + 6 + (1) + 1 = 9 Arrgh!
Recharge Arrow Catching Studded Leather Armor and discard Light Crossbow for the damage; discard top card (Blessing of the Gods).

Gobloch has already beaten his, so Urgraz and Ranzak up with their Combat 11 checks. Will continue turn after.


Another Skinsaw Cultist? Ranzak fights this one just like the last one
Combat 11: 1d10 + 2 + 1d6 + 1 ⇒ (5) + 2 + (5) + 1 = 13 with the same result.
Ranzak 2 - Skinsaw Cultists 0


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Recharges asmodean disciplines to use ass kicker on cultist

combat 11: 2d8 + 7 ⇒ (4, 6) + 7 = 17

"stupid cultists learned to read. bad move"

Silver Crusade RPG Superstar 2014 Top 16

Okay, so we each have to discard the top card of our decks. Gobloch discards Blessing of the Gods 1.


Goblin Harsk deck

Goblin Harsk did already, so he'll continue.

After the nasty longshanks Cultist, Goblin Harsk sits sulking, licking his wounds. He looks at the top card of the location — it's a Heavy Pick, a Weapon 2! — resets his hand in hopes of drawing another blessing (no such luck there), and will be done.

Goblin Harsk wrote:

Hand: Warhammer, Blessing of Erastil 2, Fox, Deathbane Light Crossbow +1, Archer's Bracers, Returning Throwing Axe +1, ,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.

During This Scenario: When adding the villain and henchman, shuffle the henchman
into the location deck, then put the villain on the bottom.
When creating the blessings deck, shuffle together from the box
20 blessings and a number of monsters equal to twice the number
of players.
When you discard a monster from the blessings deck, put it on top
of your location deck.
When you encounter the villain Pa Munchmeat, if there are other
cards in the location deck, Pa Munchmeat is evaded; put him on
the bottom of the location deck.

Random Monsters:
Monster 1
Spoiler:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Monster 2
Spoiler:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Monster 3
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.

Monster 4
Spoiler:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

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

Monster 5
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Random Barriers:
Barrier 1
Spoiler:
Mystic Inscription
Barrier C

Traits
Cache
Magic
Elite

Check
Intelligence
Arcane
10

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

Barrier 2
Spoiler:
Explosive Runes
Barrier C

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Barrier 3
Spoiler:
Trapped Locker
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.

Barrier 4
Spoiler:
Locked Passage
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.

Barrier 5
Spoiler:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Random Weapons:
Weapon 1
Spoiler:
Swordbreaker
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Veteran

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1; you may additionally discard this card to add another 1d4+1.
Discard this card to evade a monster you encounter whose highest difficulty to defeat is less than 11 plus twice the scenario's adventure deck number.

Weapon 2
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.

Weapon 3
Spoiler:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Weapon 4
Spoiler:
Short Sword +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
7

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

Weapon 5
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Random Spells:
Spell 1
Spoiler:
Enfeeble
Spell 1

Traits
Magic
Arcane
Attack
Mental

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster; return it to the top of the deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Charm Person
Spell B

Traits
Magic
Arcane
Mental

Check
Intelligence
Arcane
4

Powers
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.

Spell 3
Spoiler:
Glibness
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Display this card next to a character. While displayed, add 3 to that character's Charisma checks. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, banish it.

Spell 4
Spoiler:
Sanctuary
Spell B

Traits
Magic
Divine
Mental
Basic

Check
Wisdom
Divine
6

Powers
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 2
Spoiler:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Armor 3
Spoiler:
Doghide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1d4 to your check against a card that has the Goblin trait; if you fail the check, discard this card.

Recharge this card to reduce Cold or 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.

Armor 4
Spoiler:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Armor 5
Spoiler:
Leather Armor
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.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Potion of Energy Resistance
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Item 3
Spoiler:
Bracers of Protection
Item B

Traits
Accessory
Magic
Basic

Check
Intelligence
Arcane
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1.

Item 4
Spoiler:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Item 5
Random Allies:
Ally 1
Spoiler:
Soldier
Ally B

Traits
Human
Elite

Check
Strength
Melee
8
OR
Charisma
Diplomacy
6

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

Ally 2
Spoiler:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Ally 3
Spoiler:
Flybreath
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 Wisdom check.

Discard this card to explore your location.

Ally 4
Spoiler:
Spider
Ally B

Traits
Vermin
Arcane
Basic

Check
Wisdom
Survival
Fortitude
4

Powers
Discard this card to add 1d4 and the Poison trait to your combat check.
Discard this card to examine the top card of your location deck; you may then explore your location.

Ally 5
Spoiler:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

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

Random Blessings:
Blessing 1
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessing 3
Spoiler:
Blessing of Lamashtu
Blessing B

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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

Blessing 4
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessing 5
Spoiler:
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.

Turn: 10 Ranzak/JohnF

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

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


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Urgraz)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 2 (Turn 12 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 3 (Turn 13 Gharsk)
Spoiler:
Carrionstorm
Monster 2

Traits
Undead
Swarm
Elite

Check
Combat
12
OR
Divine
8

Powers
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.

Blessings Deck Card 4 (Turn 14 Ranzak)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 5 (Turn 15 Urgraz)
Spoiler:
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 Deck Card 6 (Turn 16 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 7 (Turn 17 Gharsk)
Spoiler:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Blessings Deck Card 8 (Turn 18 Ranzak)
Spoiler:
Enchanter
Monster B

Traits
Human
Sorcerer
Veteran

Check
Combat
8

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

Blessings Deck Card 9 (Turn 19 Urgraz)
Spoiler:
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 Deck Card 10 (Turn 20 Gobloch)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 11 (Turn 21 Gharsk)
Spoiler:
Blessing of Desna
Blessing C

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 12 (Turn 22 Ranzak)
Spoiler:
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 Deck Card 13 (Turn 23 Urgraz)
Spoiler:
Satyr
Monster C

Traits
Fey
Basic

Check
Dexterity
Acrobatics
9

Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.

Blessings Deck Card 14 (Turn 24 Gobloch)
Spoiler:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Blessings Deck Card 15 (Turn 25 Gharsk)
Spoiler:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Blessings Deck Card 16 (Turn 26 Ranzak)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

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

Blessings Deck Card 17 (Turn 27 Urgraz)
Spoiler:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

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

Blessings Deck Card 18 (Turn 28 Gobloch)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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

Blessings Deck Card 19 (Turn 29 Gharsk)
Spoiler:
Ghoul
Monster 2

Traits
Undead
Ghoul

Check
Combat
11

Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Blessings Deck Card 20 (Turn 30 Ranzak)
Spoiler:
Rat Swarm
Monster B

Traits
Animal
Swarm
Elite

Check
Combat
8

Powers
If you do not defeat the Rat Swarm by at least 4, shuffle it into its location deck; the Rat Swarm still conts as defeated.

Munchmeat Manor
At This Location: Add 1d6 to your checks that invoke the Fire trait.
When Closing: Succeed at a Strength or Constitution 9 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Gobloch/Tyler, Ranzak/JohnF, Gharsk/Thunderspirit, Urgraz/Merisiel

Munchmeat Manor Card 1 - Heavy Pick +1:
Heavy Pick +1
Weapon 2

Traits
Pick
Melee
Piercing
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.

Munchmeat Manor Card 2 - Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Discards ally Jheraal. Current hand

Urgraz wrote:

Hand: Warhammer +1, Unholy Aspergillum +3, Blood Periapt, Blessing of Abraxas,

Displayed:
Deck: 7 Discard: 5 Buried: 1
Notes: Blessing shax add two dex or strength die to any combat check. Blessing of archdevils discard for one die or recharge if I have a corrupted blessing in hand (like say Shax) For Shax I would need to discard a card IF top of blessing discard pile corrupted. Happy to recharge blessing of archdevils

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3 d8+4
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d10+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1 d8+2
Charisma d4 [ ]+1

Hand Size 5 [X2] 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 ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Off-turn: Ranzak discards Vulture from his deck

As he is about to enter the final room, Ranzak spots a Heavy Pick just outside the door. He attempts to pick it up.

It's a Weapon 2
Ranzak asks Gobloch or Urgraz if they can assist.
Ranzak will be recharging his Emerald of Dexterity to roll a d10, not a d4, but a blessing would be nice.
He's hoping to use Harsk's Blessing of Erastil to defeat the villain

Attempt to Acquire:

Recharging Emerald of Dexterity as noted above; also recharging Frost Ray so Squealy Nord can add 1d4+2 to the check
Strength 11: 2d10 + 1d4 + 2 ⇒ (3, 7) + (2) + 2 = 14

If somebody contributed a blessing we get the Weapon 2; if not, not.

Explore Again? 3: 1d6 ⇒ 2 Either way, no free explore!

Recharging Blessing of Lamashtu to explore again

As Ranzak enters the room, his faithful companion Squealy Nord suddenly turns on him!
Ranzak dodges round the surprise attack, and takes aim at the fearsome Ogre he spots on the far side of the room.

Assuming Harsk's Blessing of Erastil, using and discarding the Shortbow, and also discarding the Animalbane Dagger

Fight Pa Munchmeat:

Combat 18: 3d10 + 2 + 1d6 + 1 + 2d4 + 1d4 + 1 ⇒ (6, 6, 3) + 2 + (5) + 1 + (4, 1) + (3) + 1 = 32
Wow! Ranzak would prevail even without the extra 2d10 and the dagger!

Squealy Nord breaks free of Pa Muchmeat's control and returns to his normal friendly self.

Squealy Nord evaded; Pa Muchmeat defeated. That's a good result!


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

I will add a blessing to that weapon check

Urgraz wrote:

Hand: Warhammer +1, Unholy Aspergillum +3, Blood Periapt,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes: If I end up fighting the demon pig rechage warhammer discad top card for extra d6 and hit with Aspergillum (that I can use after rechaging wahammer)

Skills and Powers:
SKILLS

Strength d8 [X]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3 d8+4
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d10+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1 d8+2
Charisma d4 [ ]+1

Hand Size 5 [X2] 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 ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn


Goblin Harsk deck

Blessing of Erastil is gladly given.

Silver Crusade RPG Superstar 2014 Top 16

Well played! Evasion definitely makes a big difference for you guys, so Ranzak is best goblin!

Type Card Adv_Deck_Num
Weapon Heavy Pick +1 2
Weapon Light Crossbow C
Spell Cauterize 2
Spell Frost Ray 1
Armor Arrow Catching Studded Leather 2
Item Caltrops B
Blessing Blessing of Erastil B

Reward:
Each player may draw a blessing with an adventure deck number of 1 or 2 from the box (Reminder: This means your class deck in this context). If Charmed Squealy Nord was displayed at the end of the scenario (he was), each player may draw an ally with an adventure deck number of 1 or 2 from the box and Adventure Card Guild characters may choose a bonus deck upgrade.

Adventure Reward:
Each player chooses one of his Pathfinder Society Adventure Card Guild characters.
That character may treat the loot Lamashtu’s Bauble as if it is in her Class Deck box.

You can print one of these and sleeve it: Lamashtu's Bauble image

Or if you'd be interested in having a printed physical copy for your deck: Lamashtu's Bauble on Drivethrucards.com

Silver Crusade RPG Superstar 2014 Top 16

Development:
You return triumphant to the Birdcruncher tribe. They are
amazed that not only did you defeat the ogres and their
pets, but you even lived to tell the tale! They are amazed at your
only slightly embellished tales of the battle, and cheer at the
newly found ways to play with fire. You are proclaimed heroes,
chieftains, and greatest goblins of all time!
It’s good to be the chief and nothing bad could ever happen
again, so it’s time for a well-deserved break where no one is
thinking about killing you in your sleep. You know, like
chieftains get!

Silver Crusade RPG Superstar 2014 Top 16

And that concludes the Season of the Goblins! Let me know what upgrades and such you take. You each also get a card feat since this was the 4th scenario in the adventure.

Once I get all the reporting stuff figured out, I'll get the chronicle sheets updated and out to you all.

This was great fun, and I really appreciate your indulgence in being my guinea pigs for one of the earliest PACG online scenarios. Please let me know of any feedback either on the Discussion thread or by private message, whatever you'd prefer.


I'll let you know about the deck upgrades, card feat, etc. While a Weapon 2 might be interesting, we also get to draw a Blessing 1/2 and an Ally 1/2, so those are also likely to provide good upgrade possibilities (especially since Ranzak also has the Ultimate Combat deck to consider)

In case anyone hasn't seen the henchman Charmed Squealy Nord, the card says
"If evaded or defeated by a non-combat check, display this card next to the scenario."

(I happen to have the "Season of the Goblins" deck, so I didn't have to ask the GM for details).
I didn't know exactly what displaying the card next to the scenario would do, but it was a reasonable guess that as this card only shows up at the very end of the game when you're eventually fighting the villain it would factor into the rewards we earned.
That's why Ranzak chose to evade the card, even though he would almost certainly have been able to defeat it
(Combat 9, rolling 1d10+2 + 1d4+1 + 1d4 + 1d8; the non-combat checks are somewhat harder).

It turns out this was a good decision - that's what got us the bonus deck upgrade


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Ah that makes sense I thought you were using Ranzak’s evade and pass on to someone else power

Will look at my deck options later and let you know what I will be taking

Silver Crusade RPG Superstar 2014 Top 16

You actually get two deck upgrades IN ADDITION to taking either of your Blessing or Ally upgrades from your deck box, so we actually need to roll for one more boon to add to the pool.
plunder table: 1d6 ⇒ 2 A spell! Let's see what level it is:

Random Spell:
Fiery Glare
Spell 1

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

So, in addition to the cards you draw from your deck box, you each get up to two of these as deck upgrades:

Type Card Adv_Deck_Num
Weapon Heavy Pick +1 2
Weapon Light Crossbow C
Spell Cauterize 2
Spell Frost Ray 1
Spell Fiery Glare 1
Armor Arrow Catching Studded Leather 2
Item Caltrops B
Blessing Blessing of Erastil B


Goblin Harsk deck

Card feat is an Ally.
Blessing upgrade is Blessing of Milani.
Ally upgrade is Saber-Toothed Tiger.

I have marginal interest in the Weapon 2, but as it's only marginal, I will readily defer that to anyone else who would like it.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

armour 2: 1d1000 ⇒ 690
weapon 2: 1d1000 ⇒ 252
Then spell 1 Detect thoughts

blessing of Mezmass 2
Belthis Loumis Ally 1 replacing Jheraal
card feat is blessing

If i fail both weapon armour rolls may take item as cad slot and Mezmass replaces blessing of Abaxas


Just confirming I'm doing this right:

For drawing a Blessing/Ally from the box I take all the appropriate cards from my class deck box (in this case all the level 1 or level 2 cards of the specified type from my "Goblins Fight" deck and my "Ultimate Combat" deck), and select one of them at random. That card is part of my hand at the end of the game, and I can choose to keep that card in my deck (discarding some other card, if necessary). This does not count as a Deck Upgrade (even though it functions in a very similar way).

Silver Crusade RPG Superstar 2014 Top 16

Correct, you do that, and then you get to choose up to 2 more upgrades from what you acquire during the scenario.


[ooc]Ranzak draws Mighty Gugmuff XXXII (an Ally 2) and a Blessing of Venkelvore (a Blessing 1), both from the "Goblins Fight!" deck. He will keep the Ally (replacing his Vulture), but discard the Blessing.

For his regular deck upgrades he would pick

Armor 2: 1d1000 ⇒ 880 (Tooled Crocodile Skin [UC])
Weapon 2: 1d1000 ⇒ 359 (Venomous Hand Crossbow +1 [UC])

If he gets the Armor he will take Armor as his card feat,
otherwise he will choose item (Blood Periapt [UC])

Silver Crusade RPG Superstar 2014 Top 16

Ok as for the upgrade choices, looks like:

Urgraz: Weapon 2
Ranzak: Armor 2
Harsk: ?
Oloch: Spell 2 (Protect)

Oloch's random rolls:
Blessing: random: 1d3 ⇒ 3 Abadar (2)
Ally: random: 1d4 ⇒ 1 Caravan Guard (1)

Alrighty, I got all the chronicles up Here Let me know if there are any issues!


Shouldn't we get two upgrades?

Silver Crusade RPG Superstar 2014 Top 16

Yep, I just haven't seen anyone specify a second upgrade yet, I don't think. Really I should have written it like this:
Urgraz: Weapon 2, ?
Ranzak: Armor 2, ?
Harsk: ?, ?
Oloch: Spell 2 (Protect), no second upgrade


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

i also need to roll my draw not pick the allies blessing I want (I also would like spell 1 as an upgrade circle of law not detect thoughts which is level 2)

1 is my original choice

So ally1d3 ⇒ 1

blessing: 1d3 ⇒ 3

So Belthis Loumis not petty thief or imp

But blessing of Deskari not Mazmezz

Will take spell as card feat

and Sinderbos for hammer

(assuming no more than 2 of us want a spell upgrade, If not

spell: 1d1000 ⇒ 222

If i fail to gian a spell may go back to blessing card feat)


Goblin Harsk deck

No upgrades for Harsk.


I'm still confused.

I thought we were saying which two upgrades we were interested in.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

I think with two upgrades each player makes their fist choice of upgrades in the event of same choice we roll off

We both selected armour 2 fist you won that roll off so I got my second choice of weapon 2

Repeat the process for second choices until done

If you would prefer weapon 2 to armour 2 please say so and I'll happily swap

Does that make sense?

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