[Adventure Card Game] Season #4: Season of Factions' Favor (Tier 1) (Inactive)

Game Master MorkXII

Party Sheet
Loot List
Summoned Banes

Turn Order:
Ezren/Yewstance
Hayato/MorkXII
Radovan/huntsfromshadow
Zarlova/magi210
Vika/Maelwys0
Scourges:

Scourge Table:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.


Curse of Daybane
Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.


Curse of the Ravenous
Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings

2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.


Curse of Withering
Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.


Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.


Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.


Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.


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Deck Handler // Searching for: (None)

Ezren starts his turn.
Blessing of the Ancients discarded from the Blessings Deck.
Ezren moves to the Peasant Tombs, then takes his free exploration.

Peasant Tombs Card 2: Blast Glyph:

Barrier 3
Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Arcane 10: 1d12 + 6 + 1d4 ⇒ (8) + 6 + (2) = 16 -> Blast Glyph defeated.

Ezren uses his power and displays Channel the Gift to search his deck to draw Glamour. Recharge pile and topdecked cards cleared.
Ezren displays Glamour next to Zarlova to gain her skills.

Ezren uses his power, recharging Ice Storm to move to the Ruined Temple and ezplore.

Ruined Temple Card 1: Toxic Geyser:

Barrier B
Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Ezren uses Zarlova's Wisdom skill.
Ezren recharges Pyrotechnic Blast to his power to add a die to his check against an elemental-invoking bane.
Ezren places Hippopotamus Mud Elemental on top of his deck to add 1d6 to his Acid-invoking check.

Wisdom 19: 2d10 + 7 + 1d6 + 1d4 ⇒ (7, 9) + 7 + (1) + (2) = 26 -> Toxic Geyser defeated.

Ezren recharges Advocate's Armor to draw Ukobach from his discard pile.

Ezren discards Ukobach to draw a card (Hippopotamus Mud Elemental) and then explore his location, adding 1 and the fire trait to his checks to defeat.

Ruined Temple Card 2: Blessing of Thoth:

Blessing 1
Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

Powers
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Knowledge 10: 1d12 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 -> Oh, okay then. Failed.
Blessing of Thoth banished.

Ezren discards Hippopotamus Mud Elemental to explore, adding 2d6 to his checks invoking Acid or Bludgeoning during this exploration.

Ruined Temple Card 3: Hand of the Guilty Man:

Item 2
Traits
Accessory
Magic
Mummy

Check
Wisdom
Divine
7

Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

Ezren automatically acquires Hand of the Guilty Man with Zarlova's divine skill.

Ezren ends his turn, recharging the displayed Channel the Gift from his power.
Ezren automatically recharges Glamour.
Ezren attempts to keep Arcane Cannonade displayed.
Arcane 15: 1d12 + 6 ⇒ (9) + 6 = 15 -> Arcane Cannonade remains displayed.
Ezren resets his hand, choosing to discard Hand of the Guilty Man and Necklace of Fireballs.
No flavour today.

Ezren wrote:

Hand: Hungering Staff, Mythopoeic Sphinx, Wand of Thunder, Bound Lantern Archon, Magnetic Grimoire, Canopic Conversion 2, Spite Cloud, Corrosion,

Displayed: Mortevia Strassel, Arcane Cannonade, Infernal Contract, Phoenix Cloak, Steal Soul, Freed Soul, Create Mindscape (Pleasure Barge),
Deck: 9 Discard: 6 Buried: 1
Notes: See Below.

Ezren sets aside Bound Lantern Archon, examining the top 3 cards of his character deck, drawing one and reordering the rest.

Ezren draws Erayu into his hand, then places Canopic Conversion on top of his deck and Druid of the Hive second from the top.
Arcane 10 (Recharge): 1d12 + 6 + 1d4 ⇒ (7) + 6 + (1) = 14 -> Bound Lantern Archon recharged.

Ezren wrote:

Hand: Hungering Staff, Mythopoeic Sphinx, Wand of Thunder, Magnetic Grimoire, Canopic Conversion 2, Spite Cloud, Corrosion, Erayu,

Displayed: Mortevia Strassel, Arcane Cannonade, Infernal Contract, Phoenix Cloak, Steal Soul, Freed Soul, Create Mindscape (Pleasure Barge),
Deck: 9 Discard: 6 Buried: 1
Notes: Magnetic Grimoire may be revealed to add 1d4 to any element-invoking check at Ezren's location.
Corrosion may be buried to add 1 die to any check against a barrier, undead or construct.

If Ezren has to encounter Canopic Soul, feel free to bot him (just use Wand of Thunder for combat and to ignore the AYA, and discard Hungering Staff to the BYA).

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d12 [X] +1 [X] +2 [X] +3 [X] +4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d8 [X] +1 [X] +2 [X] +3
Perception: Wisdom +1
Charisma d6 [ ] +1 [ ] +2

Favored Card: Card that has the Attack trait
Hand Size 6 [X] 7 [X] 8
Proficient with: [X] Light Armors
Powers:
On your turn, you may discard ([X] or recharge) a spell ([X] then you may move). Then explore your location.
When you encounter a bane that has the Acid, Cold, Electricity, Fire, or Poison ([ ] or Undead) trait, ignore its immunities.
You may recharge a spell to add 1 die to your check against a bane that invokes the Acid or Electricity ([X] or Cold, Fire, or Poison) trait.
[T] You may play 2 spells on a check; only 1 may determine the skill you use for the check.
[X] While you play or when you would banish a spell, you may recharge a spell to gain the Divine skill equal to your Intelligence skill ([ ] +2).
[X] When you would discard a spell that has the Arcane trait for its power, you may display it instead. At the end of your turn, recharge all such spells ([ ] or shuffle them into your deck).
When building your deck, you may treat any blessings that do not have the Divine trait as items.

ADDITIONAL REWARDS:

Spoiler:

Die Bumps remaining: 1
SHIRT REROLL UNUSED


I6 Samurai, Tier 6

Hayato moves from the Pleasure Barge through the Ruined Temple to the Peasant Tombs. Not wanting to tire Jinfu, he dismounts, pats Jinfu on the side, and begins discussions with the fortune teller he rescued earlier. She seems to think there are good things in Hayato's future, so he decides to have a look.

Top deck Jinfu to recharge Mace of Smiting and move to Ruined Temple.
Give Spellsword +2 to Ezren.
Move to Peasant Tombs. Reveal Fortune Teller and call boon. Examine Peasant Tombs: Infernal Contract.

And this is why Hayato does not trust in fortune tellings. Regardless, knowing what is ahead is always important.

End of turn:
Draw up to 6 cards.

Hayato wrote:

Skills and Powers:
Skills

STRENGTH d10 +4
Melee +2
DEXTERITY d6
CONSTITUTION d8
Fortitude +2
INTELLIGENCE d6
WISDOM d6 +2
Survival +1
CHARISMA d6 +1
Diplomacy +1

Powers
Hand Size: 4 ☑5 ☑6
Proficient With: Light Armors Heavy Armors Weapons
On your first combat check of your turn, add 1d6 (☑ 1d10). (☐ If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your (☑ or a character at your location's) non-combat check against a (☐ weapon or) monster, you may recharge a card to add 1d6 (☑ 1d10).
☑ When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile (☑ or recharge the card you played and put a random card from your discard ple on top of your deck).
☐ When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
☑ When you are the only character at your location, add 1 ([TEMP] 2) to your checks.

Favored Card Type Weapon
Weapon 4 ☑ 5 ☐ 6 ☐ 7
Spell -
Armor 2 ☐ 3
Item 3 ☑ 4 ☑ 5
Ally 3 ☑ 4 ☑ 5 ☑ 6
Blessing 3 ☑ 4
Cohort: Jinu

Hand: Jinfu, Frost Lance +2, Sunsword, Fortune-Teller, Warhorse, Blessing of the Drunken Hero
Displayed: Chest of Keeping, Dwarven Plate, Four-Mirror Armor, Infernal Contract
Deck: 12 Discard: 2 Buried: 6
Notes: Shirt reroll used in 4-7 Deal. 4/6 die bumps remaining.
Use blessing(s) or Jinfu as needed.
Jinfu:
Jinfu
Cohort B

Traits
Animal
Mount
Owner: Hayato

Powers
Put this card on top of your deck to reduce all damage dealt to a character at your location by 1.

At the start of any turn, put this card on top of your deck to move.

Recharge this card to explore your location. If you have a role card, you may shuffle this card into your deck instead.

Blessing of the Drunken Hero:
Blessing of the Drunken Hero
Blessing 4

Traits
Divine
Cayden Cailean

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Strength or Constitution non-combat check.
Discard this card to explore your location. During this exploration, add 1 die to your Strength or Constitution non-combat checks.
After you play this card, if the top card of the blessings discard pile has the Cayden Cailean trait, shuffle this card into your deck instead of discarding it.


During This Adventure:

  • For the rest of the Adventure Path, when you would fail a check to acquire, you may bury a card to add 2.
  • Treat the adventure deck number as 7.
  • The scourge die is 1d6+4.
  • Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

    During This Scenario:

  • After creating the blessings deck, put the villain Canopic Soul on top of it.
  • When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.
  • When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Arcane Cannonade displayed (+d6 to all combat checks)
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

    Powers
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

    Monster 2
    Spoiler:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

    Powers
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

    Monster 3
    Spoiler:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Monster 4
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 5
    Spoiler:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

    Powers
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Barrier 2
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 3
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Barrier 4
    Spoiler:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    Barrier 5
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Random Weapons:
    Weapon 1
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 2
    Spoiler:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Weapon 3
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 4
    Spoiler:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

    Weapon 5
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 2
    Spoiler:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. Ignore any non-villain monster’s power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 2
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

    Powers
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

    Armor 3
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Armor 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Random Items:
    Item 1
    Spoiler:
    Ring of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    Item 2
    Spoiler:
    Bird Feather Tokens
    Item 3

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

    Item 3
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    Item 4
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

    Powers
    When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
    Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
    Recharge this card to add the Fire trait to your check.

    Item 5
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

    Powers
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Random Allies:
    Ally 1
    Spoiler:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

    Powers
    Recharge this card to reduce damage dealt to you by 2.
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    Ally 3
    Spoiler:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

    Powers
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Ally 4
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

    Powers
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessing 2
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Turn: 20 Radovan/huntsfromshadow

    Top of Blessing Discard Pile: Blessing of Nethys

    Top Blessing:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


    Blessings Remaining: 11
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 21 Zarlova)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 2 (Turn 22 Vika)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 3 (Turn 23 Ezren)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 24 Hayato)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

    Blessings Deck Card 5 (Turn 25 Radovan)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 6 (Turn 26 Zarlova)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 7 (Turn 27 Vika)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

    Powers
    Discard this card to add 1 die and the Cold trait to any check.
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
    Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 8 (Turn 28 Ezren)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 29 Hayato)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 10 (Turn 30 Radovan)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane’s immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 (Turn 31 Zarlova)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Guardian Vault
    At This Location: If you move to this location you are dealt 2 Poison damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Radovan, Hayato,
    Notes:

    Pleasure Barge Card 1 - Yeleth The Soulbinder:
    Yeleth The Soulbinder
    Villain Monster 7

    Traits
    Undead
    Vampire
    Aristocrat
    Mythic

    Check
    Fortitude
    Arcane
    Knowledge
    Divine
    Perception
    Diplomacy
    33

    Powers
    Yeleth the Soulbinder is immune to the Mental and Poison traits.
    Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
    While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
    All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.

    Sepulcher of the Servant
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Volcanic Vents
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:2
    Located here: Ezren
    Notes: Infernal Contact, Contract Devil

    Ruined Temple Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Ruined Temple Card 2:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Ruined Temple Card 3:
    Contract Devil
    Henchman Monster 7

    Traits
    Outsider
    Devil

    Check
    Combat
    23
    OR
    Banish an ally or a blessing
    0

    Powers
    The Contract Devil is immune to the Fire and Poison traits.
    Before you act, succeed at an Intelligence, Knowledge,
    Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
    If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.

    Ruined Temple Card 4:
    Tomb Artisan
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    14

    Powers
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ruined Temple Card 5:
    Whip of Centipedes
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Ruined Temple Card 6:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Ruined Temple Card 7:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Ruined Temple Card 8:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

    Powers
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    Ruined Temple Card 9:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Vault of Hidden Wisdom
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Vika, Zarlova,
    Notes: Infernal Contact

    Peasant Tombs Card 1 - Infernal Contract:
    Infernal Contract
    Henchman Barrier 7

    Traits
    Task

    Check
    Intelligence
    Arcane
    Knowledge
    Wisdom
    Perception
    Charisma
    Diplomacy
    17

    Powers
    If undefeated, discard a card from the blessing deck, then each character discards a blessing.
    If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
    While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

    Peasant Tombs Card 2:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Peasant Tombs Card 3:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Peasant Tombs Card 4 - Hungry Fog:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

    Powers
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Altar of Riddles
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes: Lightning Storm displayed

  • Grand Lodge

    Deck Handler

    Turn 20
    Blessing of nethys

    Start of Turn reveal ring of regeneration to recharge neb-at

    Move to Ruined temple

    Explore card #1 -> Blessing of the Elements
    Str 6: 1d8 + 4 ⇒ (7) + 4 = 11 -> Aquired

    Discard-> Ring of Regeneration, Bloodbound Hat, Hrym, Adamantine Sai+2
    Draw -> Elemental Brass Mail, Old Salt, Rodrick

    Radovan wrote:

    Hand: Elemental Brass Mail, Old Salt, Rodrick, Blessing of the Elements 2, Blessing of Bastet, Blessing of the Elements X,

    Displayed: Quang, Norge, Fell, Bonecrusher Hunter (B) (Fell), Shaitan Ghul (5) (Norge),
    Deck: 15 Discard: 4 Buried: 0
    Notes: Shirt Reroll NOT used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [X]+1 [X]+2 [X]+3 [X]+4
    Dexterity d8 [X]+1 [X]+2 [X]+3 [ ]+4
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Intelligence d4 [ ] +1
    Wisdom d6 [ ] +1
    Charisma d8 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Ally
    Hand Size 5 [X] 6
    Proficient with: Light Armors Weapons
    Powers:
    At the start of the scenario, display and 1 devil form ( [X] or 2 devil forms) ( [ X ] or 3 devil forms). Once per turn when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 ( [X] 1d6) to your combat check that does not have the 2-Handed trait, add an additional 1d4 ( [X] 1d12) if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage ([ TX] or damage dealt by a summoned monster) dealt to you ([X] or to a character at your location) by 1 ([ ] 2) ([ ] 3).
    [ ] When a character at your location would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
    [X] When a monster encountered by a character at your location is undefeated ([X] or when you defeat a monster), display a monster from the box next to a displayed devil form.


    Devil Form - Norge:

    B

    Outsider
    Devil
    Veteran

    You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

    Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

    On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.

    Devil From - Quang:

    B

    Outsider
    Devil
    Veteran

    You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

    When you acquire a boon, you may display it next to this card.

    On your non-combat check. you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.

    Devil From - Fell Viridio:

    B

    Outsider
    Devil
    Veteran

    You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

    Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

    On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus the card's adventure deck number.


    Deck Handler Human Cleric

    Turn 21: Blessing of the Ancients

    Display Phoenix Cloak

    Free Explore: Infernal Contract (Knowledge 17)

    Zarlova discards Blessing of the All Seeing Eye to add a die.
    Radovan discards Blessing of the Elements to add a die.

    Knowledge 17: 1d10 + 1d10 + 1d10 + 5 ⇒ (10) + (4) + (4) + 5 = 23

    Contract added to hand.

    Bury Speak with Dead to close the Tombs.

    Display Infernal Contract.

    End turn, reset hand.

    Zarlova wrote:

    Hand: Crook and Flail of Kings, Clockwork Owl, Greyflame Mace, Coordinated Blast, Cloudburst, Marionette, Hand of the Honest Man, Ring of Stony Flesh,

    Displayed: Eagle Aerie, Varanthe The Paralyzer, Phoenix Cloak,
    Deck: 7 Discard: 10 Buried: 2
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d6 [ ] +1
    Constitution d6 [ ] +1 [ ] +2 [ ] +3
    Intelligence d10 [ X] +1 [X ] +2 [X ] +3 [ ] +4
    Knowledge: Intelligence +2
    Craft: Intelligence +2
    Wisdom d10 [X ] +1 [X ] +2 [X ] +3 [X ] +4
    Divine: Wisdom +3
    Charisma d6 [ ] +1 [ ] +2
    Arcane: Int +2

    Favored Card: Spell
    Hand Size 8
    Proficient with: None
    Powers: [X ] Add 2 ([X ] or 4) to your check that has the attack trait.
    When you would recharge a spell that has both the Divine ([ ] or Arcane) 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 ([X ] or bottom) card of your deck; if it is a spell ([X ] or a blessing), you may add it to your hand.
    Add 2 ([X ] or 4) to your check to acquire ([ X] or recharge) a spell.
    [X ] You gain the skill Arcane: Intelligence +2


    Deck Handler Human Cleric

    Skipping turns until 26: Blessing of Abadar

    Move: Pleasure Barge

    Free Explore: Yeleth the Soulbinder (Perception 33)

    Radovan buries a blessing to close the Ruined Temple.

    Zarlova discards Clockwork owl to autosucceed her perception check.

    Villain cannot escape. All players have infernal contracts.

    End turn, players win.


    DEVELOPMENT:
    You never quite expected Yeleth to negotiate with you in good faith—certainly not after how she manipulated the powerful Blood Lord Stavros Nightcrescent—but it seems you underestimated the lengths she would go to bind you into a subordinate contract. After communing with the truly vile creatures of the Revenant Court, however, you managed to avoid becoming Yeleth’s puppet on the Material Plane.

    Instead, you promised the vampire elder nothing more than you could deliver, and in exchange she infused you with the power of Hell itself. You suspect you even earned her admiration for your fearlessness and your commitment to diabolic subterfuge. When you leave Mechitar heading back toward first Katapesh, then the Grand Lodge, you view life through a fiery lens you never knew existed.

    You’re a force to be reckoned with. And you serve only yourself.

    SCENARIO REWARD:
    Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may add a boon that has the Corrupted trait from each Hell’s Vengeance Character Deck to her deck box and gains the power “Once per turn, you may ignore the Corrupted trait on a card.”

    Each player grants 1 of her Pathfinder Society Roleplaying Guild characters a ranger’s favored enemy (+2) benefits against undead for the duration of one adventure. This bonus increases to +3 against vampires, and it does not stack with other favored enemy bonuses. Note this reward on your Chronicle sheet, and cross it off when used.

    ACQUIRED CARDS:
    Weapon 6 Crook and Flail of Kings
    Weapon 4 Spellsword +2
    Spell 2 Corrosion
    Spell 4 Ice Storm
    Spell 2 Lightning Bolt
    Spell 1 Speak with Dead
    Spell 5 Spite Cloud
    Item 2 Hand of the Guilty Man
    Item C Key of the Second Vault
    Item 5 Ring of Stony Flesh
    Item 6 Tears of Death
    Ally B Dredge
    Ally B Druid of the Hive
    Ally 5 Freed Soul
    Ally 6 Hippopotamus Mud Elemental
    Ally 1 Mad Dog Marrn
    Ally 1 Neb-at
    Ally C Terhk Fourwinds
    Blessing B Blessing of Bastet
    Blessing 3 Blessing of Isis
    Blessing 4 Blessing of Osiris
    Blessing B Blessing of Ra
    Blessing B Blessing of the Elements


    Deck Handler // Searching for: (None)

    Flavour Post.

    Ezren had done it. He had bargained with Yeleth, without bowing to her command. He knew his value, and he wasn't going to undersell himself, his soul. No, he had earned this great exchange - such power flows through his veins like never before. He laughs, recognizing his situation as a natural extension of his philosophy.

    Of course it was. Gods, Devils - whatever Powers that Be that care to make themselves known - all have one thing in common. They desire dominion over mortals. They demand tribute, prayer; they lay restrictions and expectations, offer rewards and promise punishments. They think themselves the puppeteers of Golarion. But their drive, their desires, betray a great secret.

    'They need us more than we need them.'

    The Gods fight over mortal souls out of need - but there is no requirement to the inverse, except which is manufactured by priests and sycophants, no matter how noble their intentions.

    Now, Ezren's goals are clear. He has the power, he has the drive. He will educate the masses to throw off their self-imposed submission to the Powers, tutor them in their own worth, their own strengths. He will fuel their ambitions, ignite their inspirations. And will destroy those who move to block his progress.

    A sudden flash of realisation: Ezren's father was not to blame for Ezren lost years.

    How could he be? He merely chose to take his fate into his own hands, and it was the Temple of Abadar that punished him for it. So much of Ezren's life, decades in fighting them, in standing up for his father. Yes, his father was 'guilty', but of what charge? Of heresy! Of thinking himself better than the Temple!

    And? He was better than the Temple! So is Ezren!

    Ezren once thought that the road to salvaging his family, his name, his life, laid in proving his father's innocence. Now he knows better. He does not have to prove his father's innocence to the masses, but to expose the Temple's guilt. On their shoulders lies thousands of years of twisted truths, misguided followers, exploited souls. Ezren will be the one to put a stop to it.

    His father was right all along. And Ezren is truly his father's son.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    I leave it up to the party whether Duel or Deal is Ezren's 'canonical' ending.

    Ezren Duels with Yeleth, and shatters his staff in the final fight to diminish her to almost nothing. Returning to Golarion, he moves on from his obsessions, studies further with Cordelia, and continues to serve the Society with a newfound sense of duty. The adventures with Zarlova, Hayato, Radovan and Vika have softened his harsh judgements, and he has learned tolerance and patience. Perhaps above all, he has relearned how to hope.

    Alternatively...

    Ezren Deals with Yeleth. He sees his past through new lens, with new insights. His independence burns fierce, his hatred of the Gods fuelled. His travels have shown him that nobody is truly free but the powerful, and even those that carry freedom within reach often relinquish it to undeserving Powers. Ezren is sure not to repeat their mistakes, and his growing contempt fuels a new personal crusade to change the world, sharing his philosophy, his knowledge, and spreading his heretical views with all who will listen. He leaves the Society, and returns home to Absalom where he will begin to disseminate his philosophical writings and find sympathisers among the population there.

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