
Magabeus - 1001 Zarlova |

Dexterity 7: 3d10 ⇒ (1, 10, 4) = 15
Used my own plus Urgraz’ blessing
Hand: Fireblade, Fire Sneeze, Sage, Wooden Armor, Blessing of the Gods #1, Blessing of the Gods #2,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings are available
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 6 [ ] 7 [ ] 8
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([X]or a blessing) , you may add it to your hand.

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 9 Ranzak/JohnF
Top of Blessing Discard Pile: Blessing of Iomedae
Blessing C
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 20
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Urgraz/Merisiel, Harsk/Thunderspirit,
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:2 Ar:1 I:2 Al:0 Bl:1 ?:1
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.
Item B
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
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.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
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.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
9
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 1, count it as a 3, then discard this card.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Wendy-Ann - 1007 Tup |

Tup atttempts to run from Stomp but gets hit by a flying hoof.
id4 damage from Stomp: 1d4 ⇒ 2
The blow makes Tup drop his potion bottle and startles him so much he forgets one of his spells Discards Potion of Fortitude and Fireblade
Hand: Blast Stone (found), Fiery Glare, Fire sneeze, Blessing of Lamashtu,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessing available for others but please consult before burying the Lamashtu blesssing
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

JohnF-1011 Ranzak |

Damage from Stomp: 1d4 ⇒ 4 Ouch!
Ranzak is on the receiving end of a nasty kick. Fortunately his armor protects him from the damage, but it will need to be repaired before he can use it again
Buries Stalking Armor to reduce damage to 0
Ranzak heads off to explore the Ship's Cabin. As he steps inside the door he is met by a Plague Zombie
Ranzak can't risk using his Alchemist's fire - the 1d4 damage could kill him. But just using his Hand Crossbow (and a blessing) gives him a fair chance of success. Of course if he doesn't beat the zombie he could still die ...
Combat 11: 1d10 + 1 + 2d6 ⇒ (4) + 1 + (4, 4) = 13 Ranzak battles desperately, and succeeds in defeating the Zombie! Phew!
At this point Ranzak, with only three cards left in his deck, is going to have to be cautious. He'll hang on to his blessings for now (although if we run into the villain he'll probably reconsider)
Hand: Hand Crossbow, Emerald of Dexterity, Thieves' Tools, Alchemist's Fire, Blessing of Zarongel, Dart, Blessing of Lamashtu,
Displayed:
Deck: 3 Discard: 3 Buried: 2
Notes: Blessings only available with explicit permission
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon
When you acquire a boon on your turn, roll 1d6; on a ([X]3,) 4, 5, or 6, explore your location

Wendy-Ann - 1007 Tup |

Tup follows Ranzak into the Ship's Cabin, phew what did he just find? It smells bad in here. Tup stumbles on a potion and manages to pick it up.
int 4: 1d6 ⇒ 6 YES! It's a Potion of Vision.
Hand: Potion of Vision (found), Blast Stone (found), Blessing of Zarongel, Fiery Glare, Fire Sneeze, Blessing of Lamashtu,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessings available for others but please consult before burying the Lamashtu blesssing. Potion of Vision : Banish and choose a character at my location to auto succeed at a Perception Check.
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 11 Urgraz/Merisal the Risen
Top of Blessing Discard Pile: Blessing of Shelyn
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 18
Blessings Deck
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Magabeus/Zarlova, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Urgraz/Merisiel, Harsk/Thunderspirit,
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann,
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.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
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.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
9
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 1, count it as a 3, then discard this card.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Merisiel's 1007 Urgraz |

ok we are on track to finish the scenario in plenty of time but Mogmurch is in real danger of dying from another bad turn. If he has to discard 4 cards from Stomp damage he will die unless he gains a card on his turn. His potion of beast skin negates that scenario I think but I think sitting tight and letting the rest of us finish off this scenario is his best plan. At least until Zargobla has a heal available
Urgraz heads to the ships cabin and finds a buckler gun
He mutters a quick prayer to Lamashtu (discards a card from his deck)
Discards Warhammer +1
Dexterity dc5: 2d6 ⇒ (5, 1) = 6
fortitude dc 5: 1d10 + 2 ⇒ (7) + 2 = 9
Acquires buckler gun and end turn
Hand: Buckler gun, Hammer, Blood Periapt, Blessing of Shax, Scale Mail,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Blessing of Shax Discard to add 2 dice to any strength or Dexterity Combat check. After you play this card if the top card of the blessings discard pile is corrupted discard a card.
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
Will probably give away the buckler gun next turn. Blessing of shax available should we encounter the villain

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 12 Mogmurch/khazkhaz
Top of Blessing Discard Pile: Blessing of the Gods
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 17
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Magabeus/Zarlova, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit,
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
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.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
9
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 1, count it as a 3, then discard this card.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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Mogmurch, still weak from his last exploration, takes a long nap.
Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Potion of Beast Skin,
Displayed:
Deck: 3 Discard: 6 Buried: 0
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

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Mogmurch senses danger. Taking a Potion of Beast Skin, he turns around and gets stomped on!
Stomped on: 1d4 ⇒ 2
Mogmurch is able to withstand the assault! He huddles in a corner, away from danger.
Banished Potion of Beast Skin
Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Alchemist's Fire
Displayed:
Deck: 3 Discard: 6 Buried: 0
Notes: I can't add to your combat checks at the moment.
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill
Thanks for reminding me!

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 13 Harsk/Thunderspirit
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 16
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Magabeus/Zarlova, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit,
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
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.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
9
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 1, count it as a 3, then discard this card.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Thunderspirit's 1001 - Harsk |

Goblin Harsk moves to the Ship's Cabin and pokes around a bit, uncovering a dusty bottle. He tries to pick it up...
DC 4 INT: 1d6 ⇒ 6
...and does! It looks shiny and tasty and also shiny!
Discard a Blessing of Erastil to explore again
Feeling bold, he digs in again...
Eek! another ghostly thing! ARRGH
If someone has a way to give this result the Magic trait, great; if not, the Spectre would be shuffled back in.
Goblin Harsk reveals his light crossbow. 81% chance of success
Goblin Harsk looks at the top card of the Ship's Cabin (what card it is will depend on the result of the Spectre combat check) and reset his hand.
Hand: Blessing of Erastil 2, Warhammer, Light Crossbow, Blessing of the Gods 1, Potion of Striding (found),
Displayed:
Deck: 6 Discard: 3 Buried: 2
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 for combat checks.
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait 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

Merisiel's 1007 Urgraz |

I have no magic
We now know the two of the six cards remaining are a villain and a monster that requires magic to defeat. My only magic weapon is in my discard pile. Mogmurch has a magic dagger in hand a heal for him or a swapping of cards may be in order
We do have plenty of time 16 turns to deal with 6 cards so should be no need for double explore turns Ranzak may disagree

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 14 Zarlova/Magabeus
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 15
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Magabeus/Zarlova, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Harsk/Thunderspirit, Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,
Spell C
Traits
Magic
Arcane
Attack
Acid
Elite
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Magic
Check
Strength
Melee
9
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 1, count it as a 3, then discard this card.
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.
Spell C
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
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.
FYI Zarlova had said I could play his turn, but I don't have time to do that at the moment, so I'll do so in a few hours.

Wendy-Ann - 1007 Tup |

I have no way to add magic to another character's check (and I don't think anyone else does either)
I have two attack spells in hand with the magic trait but they both have the fire trait. Also one of my powers allows me to banish a card to use my arcane skill plus 1d8 and add the magic, fire & attack traits. This counts as using a spell. Taking a hit more than once would be tough without a cure (I don't have a way to cure myself).
Thinking it through it looks like we can let the next few turns happen, being careful with resources, and look at strategy after the next fight or before Mogmurch's next turn (whichever comes first)

Merisiel's 1007 Urgraz |

Unfortunately the spectre if undefeated makes you move so harsk is at one of the other locations and we don’t know what the next card is. One way to prevent the damage is to bury or banish an armour although I think the wooden armour zargobla has does not work on fire damage. One of Tup or Zargobla will be getting my scale armour at the start of my turn

Thunderspirit's 1001 - Harsk |

Silly me, I thought it just shuffled back in but was defeated. Nope.
1 pen, 2 deck, 3 cabin: 1d3 ⇒ 1
Goblin Harsk moves to the Horse Pen.

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Zargobla moves to the Cabin and explores to find that Acid Arrow that you guys weren't supposed to know is there.
Intelligence 4: 1d10 ⇒ 6 Acquired. That lets Zargobla look at the top card of her deck, to find A Blessing of Pharasma, which she adds to her hand.
Then she'll discard Sage to explore again. Dogslicer +1. Can't get it, unfortunately, as it would be a nice upgrade.
Discarding a BotG to explore once more. A BotG, auto-acquire.
Discarding that one for ANOTHER explore. Strength spell.
Divine 6: 1d10 + 4 ⇒ (8) + 4 = 12 Acquired. Look at the top card of her deck, which is a Find Traps. No barriers in this deck, so we'll leave that where it is.
I'll leave the killing of the villain for one of you guys, end turn, discard Acid Arrow since Zargobla can't cast it, and draw up.
Hand: Fireblade, Fire Sneeze, Strength, Wooden Armor, Blessing of the Gods #1, Blessing of Pharasma #2,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessings are available
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 6 [ ] 7 [ ] 8
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([X]or a blessing) , you may add it to your hand.

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 15 Ranzak/JohnF
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 14
Blessings Deck
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit, Mogmurch/khaz
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel, Magabeus/Zarlova,
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.
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.

JohnF-1011 Ranzak |

We now know that the location deck consists of a Shadow (needs magic to defeat) and the villain.
Ranzak can't handle the Shadow, and if he uses his power to evade it there's a chance it would end up with Urgraz, who also can't defeat it.
Either of those situations potentially cost us resources, but don't get us anywhere closer to finishing the scenario.
It looks to me as though the best thing for Ranzak to do is to pass, and let Tup encounter the next card. If it's the shadow Tup can fight it, and can defeat it. If it's the villain then even with the "Before You Act" 1d4 damage Tup can comfortably handle one of the checks (though possibly not both of them), but either Urgraz or Zarlova should be able to handle the other check. Unfortunately that's not enough to win the scenario, but at that point we know what we're left with.
@GM: Does the BYA clause take effect before each check, or only before the first check? What happens when different people handle the checks?
After Tup's turn Vorka would be the bottom card in the location deck, and there may possibly be a shadow on top. If there's a shadow then Zargobla can handle it on her next turn, leaving Tup or Urgraz between them to finally dispatch the villain and win the scenario.
Ranzak will be able to contribute one or two blessings, while if Harsk stays where he is he will be able to recharge cards to add 1d4 to all of the combat checks.
Thoughts?

JohnF-1011 Ranzak |

@GM: Does the BYA clause take effect before each check, or only before the first check? What happens when different people handle the checks?
To answer my own question: Anyone who handles one or more checks has to deal with the "before-you-act" clause, but any given person only has to deal with it once in an encounter, no matter how many checks they handle.

Wendy-Ann - 1007 Tup |

Tup ventures further into the cabin, not sure which of the creaures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action
Having met Vorka I now have 3 checks to make. The first is an Acrobatics 7. I have 1d8+2, I would like to request a blessing for that as I don't want to lose cards (you'll see why later). The other 2 checks are combat 15 & 12 against Vorka.
I can attempt the two checks to defeat Vorka by banishing the two cards I acquired (Both Bs) and adding blessings that add 2 dice to each check. This would give me a good chance to succeed (3d12+1d8+2 for each check). This does not count as playing a card with the fire trait so I don't take damage from Vorka (if I succeed). If Goblin Harsk could recharge a card for each combat check that would be even better.
If this goes well and someone else can handle the Shadow then I can potentially do it again next round using 2 blessings from Ranzak to give me the same dice to roll (plus anything else others want to throw in that they have left in their hands).

Merisiel's 1007 Urgraz |

As top blessing is blessing of Calistra makes more sense to use Harsk or Zargoblas blessing of the gods on the acrobatics check.
If neither available happy to use the blessing of shax for 1 dice and recharge blood periapt to ignore the corruption of Blessing of Shax (no actual benefit other than cycling the deck)
Urgraz's turn will be to give either buckler gun or scale mail to Tup/Ranzak and move to the Horse pen and assist Mogmurch in making horse meat of Stomp's carcass

Thunderspirit's 1001 - Harsk |

Goblin Harsk is perfectly willing to recharge his warhammer for Tup's Combat check. If Zargobla wants to hold on to their BotG this time, Goblin Harsk will discard his.

Wendy-Ann - 1007 Tup |

Goblin Harsk is perfectly willing to recharge his warhammer for Tup's Combat check. If Zargobla wants to hold on to their BotG this time, Goblin Harsk will discard his.
Thanks Harsk, can you help on BOTH of the combat checks please? It will take two combat checks this turn to defeat that evil Vorka.

Wendy-Ann - 1007 Tup |

Tup ventures further into the cabin, not sure which of the creatures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action.
Acrobatics DC7: 3d8 + 2 ⇒ (4, 3, 4) + 2 = 13 using Zargobla's BotG as Blessing of Calistria
Tup elegantly dodges Vorka and uses his innate ability with magic to attack Vorka. He throws the blast stone into Vorka's cooking pot (Banishes Blast Stone), prays to Zarongel for assistance (discards blessing to add 2 dice)
My power allows me to banish a card and use my arcane skill plus 1d8, adding the attack, fire and magic traits. This does not count as playing a card with the fire trait (GM confirmed that) so I don't trigger the location's power.
Combat DC15: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (4, 10, 10) + (8) + (2) + 1 + 2 = 37
Pausing for Harsk's response on using a second recharge for 1d4+1; shouldn't need it, but can't see a downside from my angle.

Wendy-Ann - 1007 Tup |

Encouraged by the success of his first attack Tup wades in to finish her off. With the help of Harsk from afar and a quick prayer to Lamashtu Tup throws a potion bottle in Vorka's face to distract her and attacks
Banishes the potion of vision, buries the blessing of lamashtu allowing Tup to use his arcane skill + 1d8
Combat DC12: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (10, 3, 1) + (2) + (1) + 1 + 2 = 20
Vorka reels from this attack and dashes to hide behind a shadow in the corner of the room.
Vorka is now on the bottom of the location deck. She would have been defeated by Tup but her power allows her to evade (unless she is the only card in the location deck) and hide at the bottom of the location deck.
Hand: Doghide Armor, Frilled LIzard, Burning Snot, Fiery Glare, Fire Sneeze, Reformarium Servant,
Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes:
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[X] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage

Merisiel's 1007 Urgraz |

Flips over blessing of the gobs
Urgraz hands over the scale mail to Tup and decides he wants in on the horsemeat he heads to the horse pen. At the end of his turn he will discard the blood periapt and draw two cards into his hand
Hand: Chain mail, Hammer, Channel corruption, Blessing of Shax, Buckler gun
Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Blessing of Shax Discard to add 2 dice to any strength or Dexterity Combat check. After you play this card if the top card of the blessings discard pile is corrupted discard a card.
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
Edit initially posted giving buckler gun to tup decided to switch back to the original plan of scale mail to tup
Happy to discard blessing of shax at any point for a die to any check
The top card is a spectre which I need magic to defeat moving happy to fight vorka should he get the chance but that spectre. No way hose

JohnF-1011 Ranzak |

OK - time to plan Vorka's defeat
We need magic to defeat the Spectre; I'd hope that Zarlova can take care of that on her turn. Assuming that to be the case:
Tup has demonstrated that he can handle Vorka; the only risk comes if he doesn't have enough cards left in his hand because of the potential 1d4 damage from Vorka's "Before You Act" power. Urgraz has said he plans to give away his Scale Armor on his next turn. If he gives it to Tup then that will take care of 3 points of BYA combat damage, leaving Tup to take at most one point of damage before fighting Vorka.
Ranzak will be supplying the same two blessings that Tup contributed last time when fighting Vorka. He will also be handing Tup an extra card at the start of his (Ranzak's) turn just in case he (Tup) does end up taking BYA damage
Harsk can recharge a card to add 1d4+1 to each combat check, and also discard a blessing to add another d12 to each. That means we will be bringing even more firepower than we had last time Tup defeated Vorka; this time it will be permanent!
(of course, any other blessings contributed to the fight will be welcome!)
Edit: Corrected monster name - it's a Spectre, not a Shadow

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 18 Mogmurch/khazkhaz
Top of Blessing Discard Pile: Blessing of Shelyn
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 11
Blessings Deck
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit, Mogmurch/khaz, Urgraz/Merisiel,
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,
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.
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

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Mogmurch moves to the Ship's Cabin
Mogmurch feels emboldened, sensing that victory is near. He moves into the cabin and encounters a Spectre! Mogmurch takes out his Animalbane Dagger +1. He decides that it may not be a good idea to light anything on fire so he relies solely on the dagger. Recharging the dagger.
Combat 11: 1d10 + 2 + 1d4 + 1 + 1d4 ⇒ (9) + 2 + (2) + 1 + (4) = 18
Mogmurch defeats the Spectre!
I'm gonna stop right here. I won't be able to take on Vorka. Since we're endgame already and I'm hoping that I won't have to draw anymore cards, I have a Blessing of the Gobs I can discard and I can add 2d6 and the Fire trait to one combat check in my location by discarding my Alchemist's Fire.
Hand: Fiery Glare, Blessing of the Gobs 2, Potion of Vision, Torch, Amfibier, Alchemist's Fire,
Displayed:
Deck: 2 Discard: 6 Buried: 0
Notes:
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Thunderspirit's 1001 - Harsk |

Was Mogmurch needing a recharged card from Goblin Harsk for that check? I certainly don't mind, but if so, I need to recharge a card.

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 19 Harsk/Thunderspirit
Top of Blessing Discard Pile: Blessing of Bark Breaker
Blessing 1
Traits
Divine
Zarongel
Check
Wisdom
Divine
11
OR
Reveal 5 cards
Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.
Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.
After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.
Blessings Remaining: 10
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
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 C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit, Urgraz/Merisiel,
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Mogmurch/khaz, Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Thunderspirit's 1001 - Harsk |

Goblin Harsk will discard the Potion of Striding he found (which he should have recharged instead of the Light Crossbow, but he's an idiot, so he did not) and reset his hand.
Hand: Blessing of Erastil 2, Masterwork Tools, Longbow, Blessing of the Gods 1, Magic Leather Armor,
Displayed:
Deck: 5 Discard: 4 Buried: 2
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 for combat checks.
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait 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

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I'd still rather not bot a villain-kill-for-the-win, so let's say Zargobla does the same. Here's her hand update:
Hand: Fireblade, Fire Sneeze, Strength, Wooden Armor, Blessing of the Gods #1, Blessing of Pharasma #2,
Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessings are available
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 6 [ ] 7 [ ] 8
Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([X]or a blessing) , you may add it to your hand.

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During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.
Turn: 21 Ranzak/JohnF
Top of Blessing Discard Pile: 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 Remaining: 8
Blessings Deck
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
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.
Horse Pen
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Harsk/Thunderspirit, Urgraz/Merisiel,
Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Mogmurch/khaz, Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,
Villain Monster 1
Traits
Goblin
Ranger
Check
Combat
15
THEN
Combat
12
Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.
If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

JohnF-1011 Ranzak |

Ranzak will prepare for the final challenge by surreptitiously handing Tup a bundle of interesting-looking tools, then taking up a safe position on the sidelines.
Gives thieves tools to Tup; draws "Blessing of the Gobs" to replace them.
He won't be using that blessing, though; he now has only enough cards in his deck to replace the two blessings he will be contributing to the combat, so he needs to be prepared for the extremely remote possibility that Vorka survives

Wendy-Ann - 1007 Tup |

Using the previusly discussed strategy
Tup grabs the thieves tools from Ranzak and stuffs them in his pocket. Now that the spectre has been disposed of Tup moves in to tackle Vorka again. Vorka starts to attack and again Tup dodges in hopes of avoiding her. She asks Zalova to call on the gods for their blessing (activates the top card of the blessing deck - Calistrria - for 2 extra dice).
Acrobatics DC7: 3d8 + 2 ⇒ (1, 6, 2) + 2 = 11 and so Tup manages to avoid Vorka and attack.
So Tup throws his frilled lizard at Vorka to distract her, calls on Harsk to help with a blessing and more distraction. Ranzak calls on the power of Zarongel and Zalova calls on Pharasma.
banish lizard to use Tup's arcane skill plus 1d8 and Harsk's power to add 1d4+1. Ranzak's blessing is discarded to add 2d12 and Zalova discards Blessing of Pharasma to add another 2d12
Combat DC15: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 + 2d12 ⇒ (4) + (3) + (3) + (1) + 2 + 1 + (9, 6) + (1, 10) = 40
There is satisfying whoomph! as most of the cabin explodes leaving just a bulkhead with Vorka cowering behind it. Tup moves in for his second attack. He tells his reformarium servant to attrasct Vorka's attention, calls on Hsarsk for his help and Ranzak prays hard to Lamashtu for our vistory
Banish servant to use Tup's arcane skill plus 1d8, 1d12 from Harsk's blessing and 1d4+1 from Harsk's power, 2d12 from Ranzak who buries Blessing of Lamashtu
Combat DC12: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 ⇒ (9) + (11) + (8) + (3) + 2 + 1 + (7, 12) = 53
Whoomph, Whoomph!!! The bulkhead is destroyed and Vorka with it. The party wanders off cheering having removed the fireworks they were sent here to find. Tup slinks back muttering 'it must burn' and sets light to the ship.

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Development:
A red chest in Vorka’s cabin is the object of your quest. It contains several fireworks—more than enough to satisfy the chief for at least a few days.
See the fireworks, hear them boom.
Watch those longshanks feel their doom.
Tasty roasted dog and horse
Are the Licktoads’ nextest course!
REWARD
Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add
the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
For the rest of Season of the Goblins, each character may temporarily replace 1 of her cards with a promo card
of the same type from the following list: the armor Goblin Buckler Gun; the items Goblin Lockpick or Goblin
Skull Bomb. At the end of each scenario, return the promo card.

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Let's see what you gobbos acquired:
Type Card Adv_Deck_Num
Spell Acid Arrow C
Spell Strength C
Armor Buckler Gun B
Armor Wooden Shield B
Item Blast Stone B
Item Potion of Striding B
Item Potion of Vision B
Blessing Blessing of the Gods B
Not a lot of excitement there, unfortunately. Let me know if I missed any. I'll set up the next scenario tomorrow.
You don't get any feats from tier advancement this time, since this was the third scenario. After the next one, you'll get your first card feat!

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Well then, drop two of those items from the list.
I'll get the next scenario set up pretty soon here. There are two spells, two armors, one item, and one blessing up for grabs, which is JUST enough for you all to choose one each (unfortunately... if you'd acquired fewer cards than that, we'd be rolling on the plunder table to get some random draws).

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Scenario 2B-1D: Revenge of the Longshanks
Longshanks adventurers, led by the meddling pointy-eared Shalelu think they can hunt down your tribe. But, you are mightiest goblins ever, bringers of fireworks and slayers of Lotslegs! It is time to slaughter the elf and save your tribe. And along the way you will sing a throatsome song!
We be Licktoads! We make raid!
Put the Longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!
Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Licktoads—you be food!