[CAG][ACG] BR Akaitora Season of the Righteous (Inactive)

Game Master Akaitora

[ACG]
Playing: 1-1B: Instant Inquisition
Current Tier: 1


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Hi!

This is the gameplay thread for my table of Season of the Righteous.

The current list of players is:

  • TColMaster
  • Elinnea
  • Maelwys0
  • DavidC

Please dot here (post a message and then delete it) so that this campaign can appear in your Profile's campaign log, for ease of access.


[u]Herald's Chosen[/u]

Welcome to the Worldwound! We expect your stay will be an eventful one. The Worldwound is a land controlled by demons. It was once called Sarkoris, a thriving land of great commerce and knowledge. Then the machinations of demon lords ripped it open, leaving a gap through which all manner of nightmares enter our world.

In the aftermath of this invasion, the nation of Mendev refuses to surrender. Mendev has marshaled four crusades against the demons, though each has been inconclusive. The Fourth Crusade is ongoing, and some progress has been made. The frequency of incursions has lessened, leading some to speculate that victory is within Mendev’s grasp. A few troubled souls say this is just the calm before an even greater storm,
but they are typically silenced, brushed aside by the citizenry’s newfound wave of confidence.

You have arrived at the gleaming city of Kenabres, the crown jewel of Mendev. While the Worldwound is beset with the demons from the Abyss, Kenabres stands strong. Once damaged by the demon lord Khorramzedah, Kenabres has recovered from its wounds. Crusaders meet here to test their might against each other, knowing what they learn will soon prove valuable against their foes.

High Queen Galfrey has come to Kenabres, secure in the knowledge that this great city will never be brought low by the forces of evil. The queen knows of a recent discovery that could save the Worldwound from its plight. She believes there is a way to close the maw to the Abyss, although she has kept the details confidential. As part of this plan, she has recruited a council of powerful heroes who can find solutions to the problems troubling her realm.

With the queen’s arrival has come enhanced security. Crusaders now patrol the walls of Kenabres in greater numbers, and visitors are being checked at the city gates by oracles who have talents for detecting demonic spies. Both of these strategies have proven effective, but the most notable enhancement is the presence of the Herald of Iomedae, the
goddess’s mighty servant. This herald is known as the Hand of the Inheritor because he sits at the right hand of the goddess Iomedae.

The goddess has taken a personal interest in the Abyssal incursions into our plane, and she manifests her dismay through the Herald. Of course, his dismay will manifest through you and the other heroes of Queen Galfrey’s council. You have heard the Herald’s trumpet, and you have embraced his cause.


[u]1-1A: Cloven Trail[/u]

I seek your aid in destroying the information network used by demons in Kenabres,” the Herald says. “If you can discover where the demons are arriving in the city, you can cut off their reinforcements. That should buy Queen Galfrey’s council enough time to locate the treasure we need to close the Worldwound.”

Tonight, you’re on patrol as members of the Eagle Watch, seeking the malefactors behind a series of attacks on crusaders. Survivors of those attacks reported that they fought off minotaurs—beasts whose eyes burned with Abyssal fire. Most likely, they’re low-ranking quislings of the demon prince Baphomet. The crusaders forced them back to Kenabres’s
labyrinthine sewers, although that may be a hollow victory. After all, minotaurs are adept in mazes.

Your quest has led you to the area around the Watchtower on the bulwark of the city. If the bulwark has been breached, that could delay the city’s response to attacks. Your contacts in this area have spread word of a pitborn witch named Faxon who’s been rallying the demons to his side. Seek out this witch and bring him in for questioning. The Herald would have words with him.

You have one great advantage over the sinister Faxon. The Herald is not one to simply dispatch his allies and leave them to the mercy of the Abyssal horde. You can summon him once you’ve unearthed a major threat against the citizens of Kenabres. The Hand of the Inheritor awaits your call.


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is
decreased by 1.

Random Monsters:
Monster 1
Spoiler:
Mercenary
Monster B

Traits
Human
Warrior
Vetran

Check
Combat
10

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

Monster 2
Spoiler:
Giant Amoeba
Monster B

Traits
Ooze
Aquatic
Elite

Check
Combat
10
OR
Dexterity
7

Powers
The Giant Amoeba is immune to the Acid, Mental, and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage.

Monster 3
Spoiler:
Pitborn Scoundrel
Monster B

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Monster 4
Spoiler:
Carrion Golem
Monster B

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Monster 5
Spoiler:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Random Barriers:
Barrier 1
Spoiler:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Barrier 2
Spoiler:
Temptation of Attraction
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 allies from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic allies from the box instead. Youmay choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; banish an ally from either your hand or discard pile. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Barrier 3
Spoiler:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Barrier 4
Spoiler:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Barrier 5
Spoiler:
Corrupted Crusaders
Barrier B

Traits
Cache
Skirmish
Basic

Check
None
0

Powers
Before you act, draw a random ally from the box and display it next to the scenario.
Each character at your location summons and encounters the henchman Corrupted Soldier. The barrier is defeated or undefeatd based solely on your encounter. If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand.

Random Weapons:
Weapon 1
Spoiler:
Glaive +1
Weapon B

Traits
Polearm
Melee
Slashing
2-Handed
Magic
Elite

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Weapon 2
Spoiler:
Force Shortbow +1
Weapon 1

Traits
Bow
Ranged
Piercing
2-Handed
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Force trait.
If proficient with weapons, discard this card to add 1d4 and the Force trait to a combat check by a character at another location.

Weapon 3
Spoiler:
Longspear
Weapon B

Traits
Spear
Melee
Piercing
2-Handed
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.

Weapon 4
Spoiler:
Longsword
Weapon B

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
6

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

Weapon 5
Spoiler:
Shortbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Burst Bonds
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
5

Powers
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Agility
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

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

Spell 5
Spoiler:
Protect
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
Discard this card to reduce damage dealt to another character at your location by any amount. You are dealt Combat damage equal to half the amount reduced (rounded up).
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
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, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Padded Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Armor 3
Spoiler:
Scale Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 4
Spoiler:
Eagle Knight Dress Uniform
Armor 1

Traits
Heavy Armor
Veteran

Check
Constitution
Fortitude
6

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Recharge this card to add 1 plus the scenario's adventure deck number to your check to acquire an ally.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

Armor 5
Spoiler:
Helm
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Random Items:
Item 1
Spoiler:
Potion of Striding
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.

Item 2
Spoiler:
Codex
Item B

Traits
Book
Basic

Check
Intelligence
Knowledge
8

Powers
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.

Item 3
Spoiler:
Silver Raven Figurine
Item B

Traits
Object
Magic
Elite

Check
Intelligence
Arcane
Craft
7

Powers
Recharge this card to give 1 weapon, armor, or item to another character.
Recharge this card to allow another character to give 1 weapon, armor, or item to you.
You are allowed to play this card when a character encounters a card.

Item 4
Spoiler:
Manual of War
Item 1

Traits
Book

Check
Melee
Ranged
8

Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Item 5
Spoiler:
Manual of War
Item 1

Traits
Book

Check
Melee
Ranged
8

Powers
Display this card and choose an unchecked power feat or skill feat on your character card or role card; if must be one you could gain when gaining a feat of that type. While displayed, you may use that feat. At the end of the turn, discard this card.

Random Allies:
Ally 1
Spoiler:
Riftwarden
Ally 1

Traits
Human
Wizard

Check
Intelligence
Knowledge
7
OR
Diplomacy
10

Powers
Recharge this card to add 1 die to your check to close a location.
Discard this card to explore your location.

Ally 2
Spoiler:
Mongrel Archer
Ally 1

Traits
Mongrel
Elite

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box.
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6.
Discard this card to explore your location.

Ally 3
Spoiler:
Mendevian Crusader
Ally B

Traits
Human
Soldier

Check
Divine
9
OR
Charisma
Diplomacy
6

Powers
Discard this card to reduce damage dealt before you act to a character at your location to 0.
Discard this card to explore your location. During this exploration, add 1 to your combat checks.

Ally 4
Spoiler:
Riding Horse
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Discard this card at the end of your turn to move yourself and another character at your location to another location.
Discard this card to explore your location.

Ally 5
Spoiler:
Researcher
Ally B

Traits
Human
Hireling
Basic

Check
Intelligence
Knowledge
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Intelligence or Charisma check.
Discard this card to explore your location.

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

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

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

Blessing 2
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessing 3
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 4
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessing 5
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Turn: 0

Blessings Remaining: 30
Blessings Deck

Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 1 Mogmurch)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 2 (Turn 2 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 3 (Turn 3 Lazzero)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 4 (Turn 4 Ukuja)
Spoiler:
Blessing of Pulura
Blessing B

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 5 Mogmurch)
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 6 (Turn 6 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 7 Lazzero)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 8 (Turn 8 Ukuja)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 9 (Turn 9 Mogmurch)
Spoiler:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
4
OR
Divine
5

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

Blessings Deck Card 10 (Turn 10 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 11 (Turn 11 Lazzero)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 12 (Turn 12 Ukuja)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 13 (Turn 13 Mogmurch)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 14 (Turn 14 Aric)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 15 (Turn 15 Lazzero)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 16 (Turn 16 Ukuja)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 17 (Turn 17 Mogmurch)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 18 (Turn 18 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 19 (Turn 19 Lazzero)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 20 (Turn 20 Ukuja)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 21 (Turn 21 Mogmurch)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 22 (Turn 22 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 23 (Turn 23 Lazzero)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 24 (Turn 24 Ukuja)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 25 (Turn 25 Mogmurch)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 26 (Turn 26 Aric)
Spoiler:
Blessing of Abraxas
Blessing B

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 27 (Turn 27 Lazzero)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 28 (Turn 28 Ukuja)
Spoiler:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

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

Blessings Deck Card 29 (Turn 29 Mogmurch)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 30 (Turn 30 Aric)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Cavern Card 1:
Lance
Weapon B

Traits
Polearm
Melee
Piercing
2-Handed
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check.

Cavern Card 2:
Crazed Cultists
Barrier 1

Traits
Skirmish
Cultist
Elite

Check
None
0

Powers
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated.
After you act, banish this barrier.

Cavern Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Cavern Card 4:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Cavern Card 5:
Mist Horn
Item 1

Traits
Object
Magic

Check
Intelligence
Arcane
Wisdom
Divine
9

Powers
Display this card next to a location. Reduce damage dealt by monsters at that location by 3. At the start of your turn, attempt an Arcane or Divine 10 check. If you succeed, recharge this card; if you fail, bury it.

Cavern Card 6:
Dire Rat
Monster B

Traits
Animal
Basic

Check
Combat
8
OR
Dexterity
Stealth
6

Powers
If undefeated, instead of the normal damage, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check ordiscard the top card of your deck.

Cavern Card 8:
Temptation of Lucre
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 items from the box; if the scenario's adveutre deck number is 3 or higher, draw 3 non-Basic items from the box instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; each character discards a card from her deck. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Cavern Card 9:
Raconteur
Ally B

Traits
Gnome
Bard

Check
Charisma
Diplomacy
5

Powers
Recharge this card to add 1d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

Cavern Card 10:
Peryton
Monster 1

Traits
Aberration

Check
Combat
14

Powers
If the check to defeat has the Arcane or Divine trait, the difficulty is increased by 3.
If unefeated, the damage dealth by the Peryton is increased by 3.

Cavern Card 11:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1

Forsaken Cloister Card 1:
Magic Shield
Armor B

Traits
Shield
Offhand
Magic
Elite

Check
Constitution
Fortitude
6

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

Forsaken Cloister Card 2:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Forsaken Cloister Card 3:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister Card 4:
Horn of Battle Clarity
Item B

Traits
Instrument
Magic
Elite

Check
Melee
Ranged
Charisma
7

Powers
Recharge this card to add 1d4 to any combat check by a character at your location, or 1d8 if you also reveal an ally or cohort that has the Hireling or Soldier trait.
Discard this card to search your discard pile for an ally or cohort that has the Hireling or Soldier trait from your discard pile. Shuffle it into your deck.

Forsaken Cloister Card 5:
Constrictor Snake
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If the check to defeat has the Cold trait, add 1d6.
If undefeated, bury the top card of your deck and return the Constrictor Snake to the top of its location deck.

Forsaken Cloister Card 6:
Retainer
Ally B

Traits
Elf
Hireling

Check
Charisma
Diplomacy
4

Powers
Recharge this card to add 1d4 to your check to acquire a weapon, an armor, an item, or an ally.
Discard this card to explore your location.

Forsaken Cloister Card 7:
Sacred Weapon
Spell B

Traits
Magic
Divine
Attack
Veteran

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check. For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Forsaken Cloister Card 8:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Forsaken Cloister Card 9:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Forsaken Cloister Card 10:
Rallying Cry
Barrier B

Traits
Task
Cache

Check
None
0

Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all the characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Guardpost Card 1:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Guardpost Card 2:
Stalking Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Reveal this card to add 2 to your Stealth or Perception check.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Guardpost Card 3:
Sickle
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
5

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Guardpost Card 4:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Guardpost Card 5:
Magic Scale Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if the damage is dealt to you before or after you act.
Banish this card to reduce all damge dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, you may recharge this card when you reset your hand.

Guardpost Card 7:
Man-Eating Aurochs
Monster B

Traits
Animal
Elite

Check
Combat
11

Powers
If undefeated, each character attempts a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage.

Guardpost Card 8:
Ranseur of the Gargoyle
Weapon 1

Traits
Polearm
Melee
Piercing
2-Handed
Magic
Elite

Check
Strength
Melee
10

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to reroll the dice; take the new result.

Guardpost Card 9:
Apprentice
Ally B

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Guardpost Card 10:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 11:
Mandragora
Monster 1

Traits
Plant

Check
Combat
11

Powers
The Mangragora is immune to the Mental and Poison traits. If the check to defeat has the Electricity trait, the difficulty is increased by 3.
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1

Maze Card 1:
Crocodile
Monster B

Traits
Animal
Aquatic
Elite

Check
Combat
13

Powers
Ifthe check to defeat has the Cold trait, add 1d6.
If undefeated, and if this card came from a location deck, shuffle this card into a random open location deck.

Maze Card 2:
Hide Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Cold or Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Maze Card 3:
Temptation of Arms
Barrier B

Traits
Temptation

Check
None
0

Powers
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead. You may choose 1 and add it to your han; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.

Maze Card 4:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Maze Card 5:
Caltrop Bead
Item B

Traits
Object
Magic
Basic

Check
Dexterity
6

Powers
Banish this card to add 1d4 to your combat check.
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower.

Maze Card 6:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

Watchtower Card 1:
Caravan Guard
Ally B

Traits
Human
Hireling
Elite

Check
Bury an armor

OR
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your Melee or Ranged Combat check.
Banish this card to reduce Combat damage dealt to you by 3.
Discard this card to explore your location.

Watchtower Card 2:
Vampire Spawn
Monster B

Traits
Undead
Elite

Check
Combat
13

Powers
The Vampire Spawn is immune to the Mental and Poison traits.
If undefeated, bury a random card from your discard pile.

Watchtower Card 3:
Teamster
Ally B

Traits
Human
Hireling
Basic

Check
Constitution
Fortitude
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your non-combat Constitution or Wisdom check.
Discard thi card to explore your location.

Watchtower Card 4:
Spellcaster's Shield
Armor 1

Traits
Shield
Offhand
Magic

Check
Constitution
Fortitude
Arcane
Divine
6

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 Combat damage dealt to you by 2, or by 4 if you played a spell that has the Attack trait on your combat check. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 5:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Watchtower Card 6:
Worm Demon
Monster B

Traits
Outsider
Undead
Demon

Check
Combat
10

Powers
The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.

Watchtower Card 7:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

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

Watchtower Card 8:
Heavy Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
2-Handed

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Watchtower Card 9:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Watchtower Card 10:
Full Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
5

Powers
Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead.

Wounded Lands
Traits: Abyssal
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M:2 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1

Wounded Lands Card 1:
Mongrel Ranger
Monster B

Traits
Mongrel
Ranger
Elite

Check
Combat
0

Powers
The difficulty of the check to defeat is equal to the highest difficult to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4-1 Ranged Combat damage to you.

Wounded Lands Card 2:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

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

Wounded Lands Card 3:
Corroded Helm
Armor B

Traits
Heavy Armor
Corrupted
Elite

Check
Constitution
Fortitude
3

Powers
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.

Wounded Lands Card 4:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

Wounded Lands Card 5:
Bat
Ally B

Traits
Animal
Elite

Check
Wisdom
Survival
6

Powers
Recharge this card to add 1d4 to your Ranged or Survival check.
Discard this card to explore your location. During this exploration, add 1d4 to your Ranged or Survival check.

Wounded Lands Card 6:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Wounded Lands Card 7:
Cambion
Monster B

Traits
Outsider
Demon
Elite

Check
Combat
12

Powers
The Cambion is immune to Electricity and Poison traits. Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait.
If undefeated, bury an ally that lists Diplomacy in its check to acquire.

Wounded Lands Card 8:
Spiked Pit Trap
Barrier B

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Wounded Lands Card 9:
Nectar of the Gods
Item B

Traits
Liquid
Mythic

Check
Wisdom
Divine
9

Powers
Display this card next to a character at your location. While displayed, that character may add 1d6 to her checks. At the end of the turn, banish this card.
Banish this card and choose a character at your location to get a mythic charge.

Wounded Lands Card 11:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.


Welcome everyone to the Worldwound! As you know, Cards Against Gnomanity begins this Monday and so I wanted to get everything ready for us to begin playing on that day.

Could anyone please let me know in which location you would like to begin?

I have randomized the turn order but if you would like to modify this in any way please let me know.

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

Speaking in highly accented common, to a point that he is almost not understandable, Mogmurch says "I will check out the cloister unless someone else really wants to then I will attempt to check out the guardpost." He grins as he says this, his mismatched goblin teeth showing.

Cards in Hand:
Torch
Reformed Servant
Cure
Potion of Vision
Poisoned Sand Tube
Blessing of the Gobs 1

I'll take turn 1 when everyone has said where they are going. Also, I took the time to put in my profile spoilers of all the cards in my deck for when I am at work and need to take a turn....

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Brielle looks askance at the goblin, shrugs, then picks up her massive pack and heads to the Cavern

Brielle wrote:

Hand: Mace, Longsword, Athlete, Mattock, Compass,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: I had a really nice starting hand, but it had no items. The one I ended up with is not as good...
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d12 ([ ] +1) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>


Mogmurch, to post hand updates, I recommend that you simply copy cells A32:57 from your character sheet straight into your posts when you are done with your turn. It will look like this:

Mogmurch wrote:

Hand: Torch, Reformed Servant, Cure, Potion of Vision, Poisoned Sand Tube, Blessing of the Gobs 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Item
Hand Size 6 [] 7
Proficient with: Light Armors
Powers:
<Power 1>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 ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>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.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

Also, we should not begin taking turns until next Monday. Please keep that in mind.


Deck Handler

"Greetings, friends! This seems like a jolly adventure, indeed! I can't wait to see what things we can see and what people we can meet..."

Aric wanders off towards the Maze.

Starting Hand:

Aric wrote:

Hand: Blessing of the Ancients, Gambeson, Amadi, Mancatcher, Blessing of the Spy 1, Blessing of the Spy 2,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Feel free to use the BotAncients for any really important checks you need, especially if it can be recharged (if there's a Basic blessing on the discard)
Sideboard cards: Rapier 1, Appleslayer, Compass,

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8
BR Akaitora wrote:

Mogmurch, to post hand updates, I recommend that you simply copy cells A32:57 from your character sheet straight into your posts when you are done with your turn. It will look like this:

Mogmurch wrote:

Hand: Torch, Reformed Servant, Cure, Potion of Vision, Poisoned Sand Tube, Blessing of the Gobs 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

** spoiler omitted **

Also, we should not begin taking turns until next Monday. Please keep that in mind.

Yah, just figured that out........


Deck handler

Ukuja steels himself for the battles ahead. "Another land being overtaken by demons. I haven't been here long, but if I know demons, even the land itself will have to be healed." Seeing his companions splitting up, he heads to the Wounded Lands.

Ukuja wrote:

Hand: Atlatl, Blessing of the Gods, Frilled Lizard, Blessing of the Ancients 1, Crow, Terbutje, Leryn, Giant Chameleon

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1

Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

I'm going to display the two cohorts when the first turn begins.

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

As I go first, along with the fact that this is my first ACG PbP, and with my work schedule I am going to be posting my first "turn" now. While it won't take effect until tomorrow, it gives me time to learn how to do this correctly, and so players won't have to wait until 5pm my timezone tomorrow for my first post to kick this adventure off....

Start the turn, flip over first blessing - BLESSING OF SHAX

Mogmurch, after seeing (and hearing) that no one challenged him in his quest to check out the Forsaken Cloister, turns to head there. Not rushing, but moving with purpose and keeping an eye out for any trouble, he arrives without encountering any problems. He goes to open the door but right next to it someone has left a... MAGIC SHIELD. Thinking it might be useful, he goes to attempt to retrieve it...

CON DC 6: 1d8 ⇒ 6

Thankfully, it wasn't as heavy as he thought it was and he was able to pick it up, just barely.

Added Magic Shield card to hand

Embolded by his early success, Mogmurch opens the door and starts to explore the Cloister.

Discard Servant to search again.

Feeling the presence of a Deity Blessing of Baphomet Mogmurch lets the Deity's aura wash over him in his attempt to gain Baphomet's favor.

Divine DC 5: 2d4 ⇒ (3, 3) = 6 Don't have either skill =>1d4, +1d4 for the servant's ability to add 1d4 for check to acquire.

...which he does with a sigh of relief.

Feeling that his luck has run out, Mogmurch takes a moment to store his acquired shield in his pack before continuing on.

Using Magic Shield's ability to be recharged to keep hand size at my max of 6.

Mogmurch wrote:

Hand: Torch, Blessing of Baphomet, Cure, Potion of Vision, Poisoned Sand Tube, Blessing of the Gobs 1,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Feel free to use either of my Blessings if you feel the need to do so.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Item
Hand Size 6 [] 7
Proficient with: Light Armors
Powers:
<Power 1>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 ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>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.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>


As I mentioned in my previous posts, let's wait until tomorrow to start playing please. Some kinks with the platform that manages the game are still being worked out and I might have to ask you to re-do your turns otherwise.

EDIT: now that I actually read your post TColMaster, I understand. This is fine. I'll do any adjustments required (if any) on my end to make your turn happen the way it did (shouldn't be too bad). Everyone else should still hold off on taking their turns until tomorrow please.


Deck Handler

Since it's now past midnight and the event has officially started, I'll take Mogmurch's turn as complete and go ahead to post mine now.

Turn 2, under the Blessing of Acension.
Start of turn - Reveal Amadi to examine the top card of the deck, Card 1: Crocodile.
Start of turn - Replace Aric with Red Raven. Trade my Mancatcher into the kit and remove the Rapier into my hand.
Display Gambeson.

Aric will start to wander towards the Maze. As he nears it, one of his little birds runs over to him to warn him what's ahead. Sensing danger, he quickly ducks into an alleyway and disappears... only to have the Red Raven emerge shortly after, from that same alley, and ready for a fight!.

Free exploration - Card 1: Crocodile. Reveal the Rapier to fight.
Check to Defeat - Combat 13: 1d10 + 3 + 2d4 ⇒ (10) + 3 + (3, 3) = 19
Crocodile is defeated.

The Red Raven runs into the maze, cape flashing behind him and rapier in hand, ready to take on the foul beast of which he was warned! With a quick flash of his sword, the beast is conquered, and falls motionless to the ground.

Recharge Blessing of the Spy 1 to examine the next card. Hide Armor. Recharge a Blessing of the Ancients (basic on top of the discard) to explore again - Card 2: Hide Armor.
Check to Acquire - Constitution 3: 1d6 ⇒ 3
Draw Hide Armor into my hand.

The Raven starts to explore around the area where the slain Crocodile had made her nest, and using his sharpened instincts he finds a new suit of armor. Not quite as good as the Gambeson that he's wearing, but it might come in handy later, so he stores it in his pack just in case.

Discard Blessing of the Spy 2 to explore again - Temptation of Arms. Draw the first three Weapons from the random table. Glaive +1 (B), Force Shortbow +1 (1), Longspear (B). I'll take the Force Shortbow, just because it's a Weapon 1. And because I just drew an Armor I can bury to absorb the damage, so that seems like a pretty good trade off to me. And the barrier is banished.
Combat Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Bury the Hide Armor to absorb all damage. And my hand is almost empty now, so I think I'm going to call that a pretty good turn, and then end it there. Draw 1 card and end.

Moving forward, the Raven notices an odd mechanism set up... three pristine weapons sitting out in the made, under an odd glowing light. Sensing this is a trap, he quickly changes from his Gambeson into his new Hide Armor, and steps forward to snatch up the magical shortbow. As he picks it up, the other two weapons suddenly disappear, and a flight of arrows flies at him, hitting him all around his body. Luckily, the new armor absorbs all of the damage, though it leaves it in fairly unservicable condition. He takes it off, dons his Gambeson again, and then sits down to take a break for a moment and inspect his new bow.

The Red Raven wrote:

Hand: Amadi, Rapier 1, Force Shortbow +1, Stalking Armor,

Displayed: Gambeson,
Deck: 10 Discard: 1 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Compass,

Skills and Powers:
SKILLS

Strength d6
Dexterity d10
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6
Intelligence d8
Wisdom d8
Perception: Wisdom +2
Charisma d8

Favored Card Type: None
Hand Size 4
Proficient with: Light Armors Weapons
Powers:
At the start of your turn, you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step, you may examine the top card of your location deck.

It looks like the Maze was under-supplied, I assume it's meant to have more than 6 cards right? It might be a case of that bug Tyler was mentioning earlier, that the "draw random card" was removing cards from locations, if you built those piles after you'd build the locations. So please check which card types are missing and add some new ones under there before posting the next update. ;-)
Nevermind, found a picture of the real card and it indeed has only 6 cards, my mistake. However, it does have different closing requirements (fight a minotaur instead of banish a weapon), so could you confirm which is the correct closing text I'll be using?

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

The Maze has 6 cards.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Sarenrae shines on Brielle as she sets out.

As she enters the cavern, she stumbles upon a Lance.

Melee 8: 1d8 + 3 ⇒ (1) + 3 = 4

Sadly, it's broken.

Brielle's buddy the Athlete gives her a pep talk before jogging off.

Discard Athlete to explore again.

Perhaps a little too enthusiastic, Brielle charges headlong into a pack of Crazed Cultists, Mama said there’d be days like this.

Cultist Stats:
Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

This is not my first exploration, so no damage

Knowing these Cultists can literally steal time, Brielle draws her Mace and starts crushing skulls.

Reveal Mace then bury it to add d12 to my strength check.

Combat 11: 1d8 + 3 + 1d8 + 1d12 ⇒ (3) + 3 + (6) + (5) = 17

Since I succeeded at the check, I recharge the Mace instead of burying it.

Brielle fells one of the cult, then looks to her companions as the rest scatter.

Everyone else has to fight a Cultist too. I have no way to help them and I am going to end my turn once the barrier is resolved, so I'll just redraw now and once all the Cultists are dealt with we can move on to the next turn.

Brielle wrote:

Hand: Blessing of the Gods2, Longsword, Blessing of the Gods, Mattock, Compass,

Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: I can spare at least one blessing, two if absolutely necessary.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d12 ([ ] +1) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>


Deck handler

Fighting a cultist

Before he even has a chance to look around, Ukuja is set upon by a rampaging cultist. He swings at the unpleasant fellow with his terbutje.

Combat 11: 1d10 + 3 + 2d4 ⇒ (9) + 3 + (2, 4) = 18

He falls into the dust, defeated.

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8
Ukuja - Elinnea wrote:

Fighting a cultist

Before he even has a chance to look around, Ukuja is set upon by a rampaging cultist. He swings at the unpleasant fellow with his terbutje.

[dice=Combat 11]1d10+3+2d4

He falls into the dust, defeated.

[ooc]Did I miss something? How are you having the cultists?


Deck handler

Brielle encountered the barrier Crazed Cultists (it's Cavern card 2), which means we all have to summon and encounter a Cultist of Baphomet. The barrier won't be defeated unless we all win or evade.

And it just now occurred to me that I could have evaded it instead of fighting, thanks to the chameleon cohort. I'll try to remember if the situation comes up again.


TColMaster: Brielle encountered a barrier that asks that everyone in an open location summon a cultist to fight:

Crazed Cultists:

Barrier 1
Traits: Skirmish Cultist Elite
To Defeat: None 0
Each character at an open location summons and encouters the henchman Cultist of Baphomet. Each character that does not evade or defeat the henchman banishes an ally. To defeat this barrier, all of the summoned henchman must be defeated. After you act, banish this barrier.

This is the monster Mogmurch and Aric still need to fight:

Spoiler:

Cultist of Baphomet
Henchman Monster B

Traits
Human
Cleric
Cultist
Veteran

Check
Combat
10

Powers
The difficulty of checks to defeat the Cultist of Baphomet is increased by the scenario's adventure deck number.
Before you act, if this is your first exploration of the turn, the Cultist of Baphomet deals 1 Combat damage to you.
If undefeated, shuffle the top card of the blessings deck into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Maelwys, the closing requirement on the post is correct: you need to summon an defeat a Fiendish minotaur:

Fiendish Minotaur:

Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait. Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.

I'll post a mid-turn update since I have now fully migrated to using the new platform. We did lose the ability to automatically generate a selection of random cards for you guys to encounter, so I'll keep an eye out for when you need me to generate random cards.


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.

Herald of Iomedae:

Traits
Outsider

POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


Turn: 3, Brielle/DavidC

Top of Blessing Discard Pile:

Blessing of Sarenrae:
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
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.

Blessings Remaining: 27

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card 2
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card 3
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 4
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card 5
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 6
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 7
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card 8
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 9
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 10
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 11
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 12
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 13
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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_
Spoiler:
Blessings Deck Card 14
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 15
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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_
Spoiler:
Blessings Deck Card 16
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card 17
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 18
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 19
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 20
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 21
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 22
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 23
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 24
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 25
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 26
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card 27
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None

Cavern Card 1:
Giant Cockroach
Monster B
Traits:
Vermin
Basic To Acquire:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_

Cavern Card 2:
Wand of Paralyze
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_

Cavern Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Cavern Card 4:
Skeleton
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_

Cavern Card 5:
Mandragora
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_

Cavern Card 6:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_

Cavern Card 7:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Cavern Card 8:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Mogmurch/TColMaster, None

Forsaken Cloister Card 1:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Forsaken Cloister Card 2:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite To Acquire:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_

Forsaken Cloister Card 3:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran To Acquire:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_

Forsaken Cloister Card 4:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ Shuffle 1 random card from your discard pile into your deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it_

Forsaken Cloister Card 5:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check_ For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Forsaken Cloister Card 6:
Holy Water Grenade
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

Forsaken Cloister Card 7:
Mongrel Archer
Ally 1
Traits:
Mongrel
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box_
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6_
Discard this card to explore your location_

Forsaken Cloister Card 8:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Guardpost Card 1:
Shortbow
Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_

Guardpost Card 2:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Guardpost Card 3:
Giant Amoeba
Monster B
Traits:
Ooze
Aquatic
Elite To Acquire:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits_
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage_
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you_

Guardpost Card 4:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks_

Guardpost Card 5:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Guardpost Card 6:
Ghoul
Monster B
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Guardpost Card 7:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2_
Reveal this card to add 2 to your Stealth or Perception check_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Guardpost Card 8:
Lance
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_

Guardpost Card 9:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon To Acquire:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Guardpost Card 10:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_
Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None

Maze Card 1:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Maze Card 2:
Temptation of Arms
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Maze Card 3:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_

Watchtower Card 2:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Watchtower Card 3:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_

Watchtower Card 4:
Cave Lizard
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_

Watchtower Card 5:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_

Watchtower Card 6:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_

Watchtower Card 7:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Watchtower Card 8:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_

Watchtower Card 9:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_

Watchtower Card 10:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_

Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None

Wounded Lands Card 1:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

Wounded Lands Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_

Wounded Lands Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Wounded Lands Card 4:
Cambion
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Wounded Lands Card 5:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_

Wounded Lands Card 6:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

Wounded Lands Card 7:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Wounded Lands Card 8:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Wounded Lands Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Wounded Lands Card 10:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8
BR Akaitora wrote:

TColMaster: Brielle encountered a barrier that asks that everyone in an open location summon a cultist to fight:

** spoiler omitted **

This is the monster Mogmurch and Aric still need to fight:

** spoiler omitted **

Maelwys, the closing requirement on the post is correct: you need to summon an defeat a Fiendish minotaur:

** spoiler omitted **

I'll post a mid-turn update since I have now fully migrated to using the new platform. We did lose the ability to automatically generate a...

Got it, misread the card.

Barely getting the shield stowed in his pack, Mogmurch is attacked by a Cultist of Baphomet. Apparently, Baphomet didn't Mogmurch gaining his blessing!

Thinking quickly he throws his Poisoned Sand Tube at the cultist.

Combat 10: 3d8 ⇒ (2, 4, 6) = 12

Decently thrown, Mogmurch still takes a small hit from the tube.

Suffer 1 damage from the Tube, discarding Potion of Vision.

Will NOT attempt Craft check to keep sand tube Banished. MOGMURCH gains a random WEAPON card from the box that has the Alchemical Trait. (Recharging that card) - Power #2

Mogmurch wrote:

Hand: Torch, Blessing of Baphomet, Cure, Blessing of the Gobs 1,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Item
Hand Size 6 [] 7
Proficient with: Light Armors
Powers:
<Power 1>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 ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>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.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>


Deck Handler
BR Akaitora wrote:
Maelwys, the closing requirement on the post is correct: you need to summon an defeat a Fiendish minotaur:

Yep, looks like the new DB has it correct, but the original post showed it as banish a weapon, which was part of my confusion. Anyway, seems to be all straightened out now.

As the Raven is sitting and examining his new bow, a cultist suddenly appears around one of the corners of the maze, spots him, and charges forward. He sets down the new bow, since he hasn't quite gotten the feel for that yet, and instead stands up and runs the cultist through with his rapier.

Check to Defeat - Combat 11: 1d10 + 3 + 2d4 ⇒ (8) + 3 + (1, 4) = 16

The cultist falls dead to the ground...


Mogmurch, unfortunately there are no weapons with the alchemical trait in our box, so you wouldn't be able to draw one. Does this change your decision about banishing it?

Since Brielle had already said they would finish their turn after the barrier was resolved, Ukuja can begin taking their turn now.


Deck handler

New blessing discard is... Blessing of Deskari

Ukuja sends Leryn ahead into the dead lands to scout. Examining the top card at the start of my turn

He comes back with news of some human who wants to be paid to join up. Ukuja backs away slowly. Dealing with people like that is not his strong point.

Belthis Loumis :

Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

I have a d4 on all of those skills, so I'm not going to acquire the guy. Since there are other open locations, I'll move elsewhere for now, and leave this ally on top in case someone else wants to come try to recruit him.

He tries to take a roundabout path to avoid the stranger, and comes across a strange Guardpost. The building is eerily silent at first, and something seems a little off about the place.

Shortbow :

Weapon B
Traits:
Bow
Ranged
Piercing
2-Handed
Basic To Acquire:
Dexterity
Ranged 3
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6_
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location_

With a skill Ranged +2 I automatically acquire the shortbow.

At least the soldiers standing guard here use proper weapons. Ukuja comes across a shortbow and, finding it of adequate quality, takes it along. (Discard blessing of the gods to explore again)

Full Plate:

Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Constitution 5: 1d6 ⇒ 6

There's some decent armor hanging on the wall near the entrance. He continues to equip himself, although it's heavier than he's used to. He puts it away in his bag for now. He spots a lizard scampering further into the guardpost, so he follows. (Discard Frilled Lizard to explore)

Giant Amoeba:

Monster B
Traits:
Ooze
Aquatic
Elite To Acquire:
Combat 10
OR Dexterity 7
The Giant Amoeba is immune to the Acid, Mental, and Poison traits_
Before you act, each character at your location must succeed at a Dexterity or Stealth 8 check or be dealt 1d4-1 Acid damage_
The giant amoeba slurps up everything it comes across, from dirt and pebbles to you

Something odd has infested this place! What happened to the guards? Ukuja tries to quietly sneak up on the massive amoeba and smash it with his terbutje.

Stealth 8: 1d10 + 2 ⇒ (6) + 2 = 8

Survival Combat 10: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (1, 3) = 12

It splatters harmlessly across the floor, though the fragile terbutje also comes apart in his hand. Ukuja pauses to get his bearings.

I rolled a 1 on one of the terbutje d4's, so it gets discarded. I will also discard the full plate, then reset my hand.

Ukuja wrote:

Hand: Atlatl, Call Animal, Blessing of the Ancients 1, Crow, Vulture, Shortbow

Displayed: Leryn, Giant Chameleon
Deck: 8 Discard: 3 Buried: 0
Notes: Feel free to use the blessing if it would recharge.

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1
Cohort bonus skills
Perception: Wisdom +2
Stealth: Dexterity +2

Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.

I'm going to need a Corrupted Soldier next turn.


Here is the corrupted soldier:

Corrupted Soldier:

Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number_ If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number_ If defeated, you may immediately attempt to close the location this henchman came from_


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.

Herald of Iomedae:

Traits
Outsider

POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


Turn: 5, Mogmurch/TColMaster

Top of Blessing Discard Pile:

Blessing of Shelyn:
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -7
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -6
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -5
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -4
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -3
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -2
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -1
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 0
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 1
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 2
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 3
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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_
Spoiler:
Blessings Deck Card 4
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 5
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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_
Spoiler:
Blessings Deck Card 6
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card 7
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 8
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 9
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 10
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 11
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 12
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 13
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card 14
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card 15
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card 16
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card 17
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None

Cavern Card 1:
Giant Cockroach
Monster B
Traits:
Vermin
Basic To Acquire:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_

Cavern Card 2:
Wand of Paralyze
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_

Cavern Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Cavern Card 4:
Skeleton
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_

Cavern Card 5:
Mandragora
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_

Cavern Card 6:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_

Cavern Card 7:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Cavern Card 8:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Forsaken Cloister
At This Location: When you move or are moved here, bury a card. Any character at another location may discard a card to evade an encounter and then move here.
When Closing: Each character at this location must summon and defeat this adventure's servitor demon.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Mogmurch/TColMaster, None

Forsaken Cloister Card 1:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Forsaken Cloister Card 2:
Carrion Golem
Monster B
Traits:
Construct
Golem
Elite To Acquire:
Combat 14
The Carrion Golem is immune to the Attack, Mental, and Poison traits_
Before you act, discard the top card of your deck_
If undefeated, discard the top 2 cards of your deck_

Forsaken Cloister Card 3:
Spiked Pit Trap
Barrier B
Traits:
Trap
Veteran To Acquire:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn_

Forsaken Cloister Card 4:
Life Drain
Spell 1
Traits:
Magic
Arcane
Divine
Attack
Healing
Elite To Acquire:
Intelligence
Arcane 7
OR Wisdom
Divine 9
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_ Shuffle 1 random card from your discard pile into your deck_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it_

Forsaken Cloister Card 5:
Sacred Weapon
Spell B
Traits:
Magic
Divine
Attack
Veteran To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to summon and play a random non-Basic weapon from the box, adding its traits to the check_ For this check, your Melee and Ranged skills are each 1d8 plus the scenario's adventure deck number_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Forsaken Cloister Card 6:
Holy Water Grenade
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

Forsaken Cloister Card 7:
Mongrel Archer
Ally 1
Traits:
Mongrel
Elite To Acquire:
Charisma
Diplomacy 0
The difficulty of the check to acquire the Mongrel Archer is equal to the highest difficulty to acquire a random weapon from the box_
Recharge this card to add 1d6 to your Ranged combat check; if you fail the check, you damage you are dealt is increased by 1d6_
Discard this card to explore your location_

Forsaken Cloister Card 8:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None

Guardpost Card 1:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks_

Guardpost Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Guardpost Card 3:
Ghoul
Monster B
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Guardpost Card 4:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2_
Reveal this card to add 2 to your Stealth or Perception check_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Guardpost Card 5:
Lance
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_

Guardpost Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon To Acquire:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Guardpost Card 7:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None

Maze Card 1:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Maze Card 2:
Temptation of Arms
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Maze Card 3:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Watchtower Card 1:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_

Watchtower Card 2:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Watchtower Card 3:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_

Watchtower Card 4:
Cave Lizard
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_

Watchtower Card 5:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_

Watchtower Card 6:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_

Watchtower Card 7:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Watchtower Card 8:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_

Watchtower Card 9:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_

Watchtower Card 10:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_
Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Wounded Lands Card 1 (Belthis Loumis):
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

Wounded Lands Card 2:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_

Wounded Lands Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Wounded Lands Card 4:
Cambion
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Wounded Lands Card 5:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_

Wounded Lands Card 6:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

Wounded Lands Card 7:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Wounded Lands Card 8:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Wounded Lands Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Wounded Lands Card 10:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8
BR Akaitora wrote:

Mogmurch, unfortunately there are no weapons with the alchemical trait in our box, so you wouldn't be able to draw one. Does this change your decision about banishing it?

Since Brielle had already said they would finish their turn after the barrier was resolved, Ukuja can begin taking their turn now.

Yep.....

Craft Check: 1d8 + 2 ⇒ (2) + 2 = 4

Still Banished

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

Continuing on the exploration of the Cloister Mogmurch turns a corner and runs into {i]FAXON{/i]!!!!

CURE recharged per FAXON's ability

Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Mogmurch is going to need a lot of help to deal with the situation. Closing some locations to limit where Faxon goes may be an option, but also letting me fail and then discarding my hand isn't a bad option as well.

NOT going to attempt any check until the group (on the discussion page) decides the best course of action

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

To keep things moving, I will try my temp close now.

temp close:

Recharge Longsword to play Blessing of the Gods

Str 6: 2d8 ⇒ (4, 8) = 12

Success.


Deck Handler

Temp Close the Maze

The Raven suddenly hears the stomping of heavy footsteps coming towards him. "Apparently, a hero's work is never done!" He leaps to his feet to face the sound, as a minotaur comes charging around one of the corners.

BYA - Intelligence 7: 1d8 ⇒ 7 Success gives me +3 to the combat check.
Reveal my Rapier to attack.

Check to Defeat - Combat 14: 1d10 + 3 + 2d4 + 3 ⇒ (2) + 3 + (4, 1) + 3 = 13
Combat failed, location is not closed. Recharge the Gambeson to absorb the damage, so nothing is discarded.

The Minotaur charges past him, avoiding the sting of his blade but manages to catch the Raven with the edge of its horn. After quickly checking over himself he realizes with a sigh of relief that although his armor now has a tear in it, it didn't actually manage to catch his skin at all. The Raven turns and watches, as the minotaur disappears into the maze once more.


Deck handler

Ukuja sees a strange sort of guard - instead of protecting this place, he's coming to attack! No wonder things are going wrong around here.

Corrupted Soldier:

Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number_ If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number_ If defeated, you may immediately attempt to close the location this henchman came from

Recharge Call Animal to use the Shortbow

Ranged Combat 11: 1d10 + 2 + 1d6 ⇒ (10) + 2 + (2) = 14

The soldier falls beneath his arrows! Location temp closed


The Red Raven would have to take 1d4-1 (reduced further by the scenario rules) since this encounter is happening during the first exploration of Mogmurch's turn.

EDIT: On second thought, it is not Red Raven's first exploration (it's Mogmurch's), so I think I was wrong on this one. Monster text for reference:

Fiendish Minotaur:

Henchman B
Type: Monster
Traits: Outsider Demon Minotaur Veteran
To Defeat: Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_ Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_ If defeated, you may immediately attempt to close the location this henchman came from_


Deck Handler
BR Akaitora wrote:

The Red Raven would have to take 1d4-1 (reduced further by the scenario rules) since this encounter is happening during the first exploration of Mogmurch's turn.

EDIT: On second thought, it is not Red Raven's first exploration (it's Mogmurch's), so I think I was wrong on this one. Monster text for reference:

Yeah, because it specifies that it triggers on "YOUR" first exploration, and it's not my exploration at all, I don't think that applies.

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

The Order of Combat...

Discard Blessing of the Gobs 1 for Power 1 adding 1d6 + Fire trait to the combat check.

Recharging Torch to play Blessing of Baphomet adding 2d6 to the Combat Check.

Combat Check 12: 3d6 ⇒ (6, 2, 2) = 10

I don't believe that Mogmurch gets the 1d4 (see below) for STR added to this check. However, if I am wrong here.....

Combat STR adding: 1d4 ⇒ 1

Board Game Geek wrote:


A combat check is a specific type of check to defeat. If you look at a monster like the Goblin Warrior and you'll see the box in the upper right says "Check to defeat combat 9". You can see it on this henchman card too:
http://paizo.com/image/content/PathfinderACG/PZO6003-4.jpg

Other monsters might require a check to defeat of Wisdom or another skill. But when its combat, it will say combat.

To make a combat check you have three options.

1. You can use strength (or melee if you have it) and punch them.
2. You can play a card like short sword or light crossbow or acid arrow that says "For your combat check..." or something to that effect. Follow the instructions on the card in that case.
3. You can use a character's power. Seoni is an example of this and so is Sajan. Seoni's power says, "For your combat check, you may discard a card to roll your Arcane die + 1d6 ([]+1)([]+2) with the Attack, Fire, and Magic traits. This counts as playing a spell." It has the same language as a card.

What ever you choose, that is defining your combat check and most of the time it will involve using one of your skills. So if you played a card that said "For you combat check reveal this card to roll your strength or melee die plus 1d6" that would be a "strength based combat check". If you played a blessing, it would add another die matching the same as your strength die.

There are also non-combat strength checks. The large chest (I believe) has a non-combat strength check. Notice it lacks the word on the barrier card. So you can't use your sword to defeat that barrier, because your sword is for a combat check. But you can use cards that add to your non-combat strength check. But not cards that add to a strength based combat check.

Hope that helps.

No cards in hand to discard to absorb 1/2 damage. Recharge hand. End turn (licking Mogmurch's wounds).

Mogmurch wrote:

Hand: Potion of Beast Skin, Leather Armor, Frilled Lizard, Potion of Fortitude, Amfibier, Magic Shield,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>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 ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>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.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

Cannot edit and correct at this time, so corrected dice to be rolled...

Combat 12: 3d4 + 1d6 ⇒ (4, 1, 3) + (4) = 12

Now what do you want to do as I made this check? I'm done posting until the GM sorts this out LOL!!!!!!


Since your previous first D6 roll was even higher than this one, I'll say you defeated him, but let's try to not get carried away and assume things about the rules without discussing it with the group to a conclusion.

I'll post an update in a bit. I just learned that the platform doesn't yet fully support the villain escaping, so I'll have to do some manual editing (which means I might screw up now and then). I'll ask you to please keep an eye out and let me know if you see the card counts don't line up at some point. Thanks in advance!


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.

Herald of Iomedae:

Traits
Outsider

POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


Turn: 6, Aric/Maelwys

Top of Blessing Discard Pile:

Blessing of Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -31
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -30
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -29
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -28
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -27
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -26
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -25
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -24
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -23
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -22
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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_
Spoiler:
Blessings Deck Card -21
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -20
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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_
Spoiler:
Blessings Deck Card -19
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card -18
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -17
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -16
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -15
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -14
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -13
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -12
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -11
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -10
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -9
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card -8
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None

Cavern Card 1:
Giant Cockroach
Monster B
Traits:
Vermin
Basic To Acquire:
Combat 8
Before you act, another character at your location summons and encouters a Giant Cockroach_
If the check to defeat has the Bludgeoning trait, add 1d8_
This is the biggest cockroach you've ever seen_ you better check on your backpack full of trail rations, just to make sure it's safe_

Cavern Card 2:
Wand of Paralyze
Item B
Traits:
Wand
Attack
Magic
Arcane
Divine
Mental To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Bury this card to evade a non-villain monster you encounter; put it on the top of its location deck_
After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying it_

Cavern Card 3:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Cavern Card 4:
Skeleton
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_

Cavern Card 5:
Mandragora
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_

Cavern Card 6:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_

Cavern Card 7:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Cavern Card 8:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/TColMaster, None

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None

Guardpost Card 1:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks_

Guardpost Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Guardpost Card 3:
Ghoul
Monster B
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Guardpost Card 4:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2_
Reveal this card to add 2 to your Stealth or Perception check_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Guardpost Card 5:
Lance
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_

Guardpost Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon To Acquire:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Guardpost Card 7:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Aric/Maelwys, None

Maze Card 1:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Maze Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Maze Card 3:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_

Maze Card 4:
Temptation of Arms
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Watchtower Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Watchtower Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Watchtower Card 3:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_

Watchtower Card 4:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_

Watchtower Card 5:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_

Watchtower Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_

Watchtower Card 7:
Cave Lizard
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_

Watchtower Card 8:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_

Watchtower Card 9:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_

Watchtower Card 10:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Watchtower Card 11:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_
Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Wounded Lands Card 1:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Wounded Lands Card 2:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Wounded Lands Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Wounded Lands Card 4:
Cambion
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Wounded Lands Card 5:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Wounded Lands Card 6:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_

Wounded Lands Card 7:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Wounded Lands Card 8:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_

Wounded Lands Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Wounded Lands Card 10:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

Wounded Lands Card 11:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_


Deck Handler

Turn 6, under the Blessing of Ascension.
Start of turn, reveal Amadi to examine the top of the deck - Card 1: Blessing of Ascension.
Start of turn, replace the Red Raven with Aric. Put Force Shortbow +1 in the kit, removing Compass my hand.

After fighting off the Minotaur, the Raven speaks briefly with one of his "little birds", who informs him of a shrine nearby. Being fairly uninterested in shrines, the Red Raven fades into the shadows... but a few minutes later Aric shows up in the area, and decides to go check out this shrine for himself.

Free exploration - Card 1: Blessing of Ascension.
Check to Acquire - Charisma 6: 1d10 ⇒ 2 Failed, card 1 is banished.

After visiting the shrine, Aric finds himself no more "enlightened" than he was before. Disappointed, he sits down to wait and seek enlightenment later.

Draw 2 to end my turn.

Aric wrote:

Hand: Amadi, Rapier 1, Stalking Armor, Compass, Rapier 2, Bestiary of Garund,

Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes:
Sideboard cards: Mancatcher, Appleslayer, Force Shortbow +1,

Skills and Powers:
SKILLS

Strength d6
Dexterity d4
Constitution d6
Intelligence d8
Knowledge: Intelligence +2
Wisdom d8
Perception: Wisdom +2
Charisma d8
Diplomacy: Charisma +2

Favored Card Type: None
Hand Size 6
Proficient with: None
Powers:
At the start of your turn, you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage, you may instead recharge it.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

As Brielle rises and begins her day, the Blessing of Pulura cloaks the land. Brielle doesn't even know who that is.

As she breaks camp a big, bug scuttles up. A Giant Cockroach to be exact.

As I am the only character at my location, the before you act is irrelevant.

Brielle crushes the bug with her Mattock.

Reveal to add d8 to my Melee check.

Combat 8: 2d8 + 3 ⇒ (8, 4) + 3 = 15

Ze bug, she is squished.

Brielle checks her Compass, drops it, breaks it, then storms off in a random direction out of pique. Discard to explore

She trips over a Wand of Paralyze and uses it as kindling.

No chance to get it, just going to auto fail.

Brielle makes camp.

End of Turn

Brielle wrote:

Hand: Caltrop Bead, Wandermeal, Blessing of the Gods, Mattock, Blessing of the Quartermaster,

Displayed:
Deck: 7 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Item
Hand Size 5
Proficient with: Light Armor, [ ] Heavy Armor, Weapons
Powers:
You may bury a card from your hand to add 1d12 ([ ] +1) to your Strength or Charisma check. If you succeed at the check, you may recharge the card instead.
For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d12 ([ ] +1) plus the card's adventure deck number; you may additionally discard it to add another 1d8 and the card's traits.
<Power 3>
<Power 4>
<Power 5>


DavidC, I can't figure out how Brielle added 1d8 to her Combat check by revealing the Mattock. The mattock can only be revealed to boost non-combat Strength or Melee checks.

You could have used Brielle's power to use your Melee skill+1d12, since it has the tool trait and then discard it to add 1d8, but that doesn't seem to be what you did.

Can you please clarify? I think since you had the option to roll even better dice we don't have to worry about the check, but just want to make sure you weren't trying to use the Mattock's power for combat.


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.

Herald of Iomedae:

Traits
Outsider

POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


Turn: 8, Ukuja/Elinnea

Top of Blessing Discard Pile:

Blessing of Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -49
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -48
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -47
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -46
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -45
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -44
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -43
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -42
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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_
Spoiler:
Blessings Deck Card -41
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -40
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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_
Spoiler:
Blessings Deck Card -39
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card -38
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -37
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -36
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -35
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -34
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -33
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -32
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -31
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -30
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -29
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card -28
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None

Cavern Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Cavern Card 2:
Skeleton
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_

Cavern Card 3:
Mandragora
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_

Cavern Card 4:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_

Cavern Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Cavern Card 6:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/TColMaster, None

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Ukuja/Elinnea, None

Guardpost Card 1:
Wolverine
Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks_

Guardpost Card 2:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Guardpost Card 3:
Ghoul
Monster B
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Guardpost Card 4:
Stalking Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 2_
Reveal this card to add 2 to your Stealth or Perception check_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Guardpost Card 5:
Lance
Weapon B
Traits:
Polearm
Melee
Piercing
2-Handed
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ On this check, you may reveal a card that has the Mount trait to ignore the 2-Handed trait on this card; if you do and this is your first combat check of the turn, add another 1d8 to your check_

Guardpost Card 6:
Wrecker Demon
Monster 1
Traits:
Outsider
Demon To Acquire:
Combat 14
The Wrecker Demon is immune to the Electricity and Poison traits_
If undefeated, bury a non-Basic item or banish an item_
These deformed hunchbacks delight in destroying beauty, yet they hate their own hideous reflections_

Guardpost Card 7:
Raconteur
Ally B
Traits:
Gnome
Bard To Acquire:
Charisma
Diplomacy 5
Recharge this card to add 1d6 to your Diplomacy or Knowledge check_
Discard this card to explore your location_

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None

Maze Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Maze Card 2:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_

Maze Card 3:
Temptation of Arms
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Watchtower Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Watchtower Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Watchtower Card 3:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_

Watchtower Card 4:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_

Watchtower Card 5:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_

Watchtower Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_

Watchtower Card 7:
Cave Lizard
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_

Watchtower Card 8:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_

Watchtower Card 9:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_

Watchtower Card 10:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Watchtower Card 11:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_

Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Wounded Lands Card 1:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Wounded Lands Card 2:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Wounded Lands Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Wounded Lands Card 4:
Cambion
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Wounded Lands Card 5:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Wounded Lands Card 6:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_

Wounded Lands Card 7:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Wounded Lands Card 8:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_

Wounded Lands Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Wounded Lands Card 10:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

Wounded Lands Card 11:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

I used Brielle's power, not the Mattock's power. I revealed the Mattock, which has the tool or object trait, to use my Melee skill plus d8, plus the card's adventure deck #. The beauty of building Brielle with Ultimate Equipment is all 5 of the items in my deck have the tool or object trait.


Deck Handler

Except Brielle's power says "For you combat check, you may reveal an item that has the Object or Tool trait to use your Melee skill + 1d12 ([ ] +1) plus the card's adventure deck number;", so you should've been rolling 1d8+1d12, not 2d8. So like the BR said, you should've had better dice than you rolled, so it's okay for now, but make sure you roll the better dice next time in case you need them. ;-)
Scratch that, I just looked at the actual card and you were correct, it is d8. So the problem is that your "powers" text on the bottom of your post is wrong (the d12 is an upgrade you haven't earned yet), and that's what both the BR and I were referencing. ;-)

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

I just caught that, fixed.


Deck handler

Flip the blessing: Blessing of Ascension. At the start of my turn, I summon a corrupted soldier but evade it using the chameleon's power. Then I examine the top card of the location; it's a Wolverine.

Ukuja spots another unfriendly-looking guardsman coming close behind the last one, but he manages to crouch in the shadows in time to let him walk on past. He sends Leryn forward to see if there are any more up ahead, but what he actually finds is a woodland creature. He hastens forward to meet it.

Wolverine:

Ally 1
Traits:
Animal
Veteran To Acquire:
Wisdom
Survival 8
If you would fail a combat check by the scenario's adventure deck number or less, you may bury this card to reroll the dice; take the new result_
Discard this card to explore your location_ During this exploration, add 1d6 to your Stealth checks

Survival 8: 1d10 + 3 ⇒ (7) + 3 = 10

The poor creature has been tied up to a column, but he quickly undoes the knot and convinces it to come join him. The vulture starts acting a little unsettled around the wolverine, so Ukuja sends it on ahead to lead the way. Discard vulture to explore

Fiendish Minotaur:

Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran
To Defeat:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number.
Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

The vulture squawks. It has been caught by a monstrous minotaur! Ukuja acts swiftly by hurling his atlatl at it. Bury the atlatl to add an extra 2d6 to its ranged attack.

Ranged Combat 14: 1d10 + 2 + 3d6 ⇒ (7) + 2 + (4, 3, 5) = 21

A soldier hears the noise and comes running into the room. Ukuja whirls around, draws his bow, and in the same breath releases an arrow at the man. Reveal shortbow to attack, and I will discard a blessing of the ancients as well to add a die.

Corrupted Soldier:

Henchman B
Type: Monster
Traits: Human Soldier Veteran
To Defeat: Combat 9 OR Charisma Diplomacy 6
The difficulty of checks to defeat the Corrupted Soldier is increased by twice the scenario's adventure deck number.
If undefeated, the Corrupted Soldier does not deal damage as normal; instead it deals Combat damage equal to 2 plus the scenario's adventure deck number.
If defeated, you may immediately attempt to close the location this henchman came from.

Ranged Combat 11: 2d10 + 2 + 1d6 ⇒ (3, 5) + 2 + (2) = 12

The rushed shot just barely manages to find a vital organ, and the corrupted soldier collapses. Ukuja stands in the middle of the room, panting and surrounded by bodies, but confident that he has left the building cleansed of evil influence. Location closed!

I'll need a random armor from the box, and depending on what it is I might keep it in my hand or not. I'll reset my hand for everything except that card.

Ukuja wrote:

Hand: Fox, Wolverine, Blessing of the Elements, Crow, Shortbow, Armor of some kind maybe?

Displayed: Leryn, Giant Chameleon
Deck: 6 Discard: 6 Buried: 1
Notes: My deck is getting thin so please don't use the blessing unless it would recharge. Fox can add 1d4 to any Int/Wis check; feel free to use it.

Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3 [ ]+4
Divine: Wisdom +1
Survival: Wisdom +3
Charisma d4 [ ]+1
Cohort bonus skills
Perception: Wisdom +2
Stealth: Dexterity +2

Favored Card: Ally or Weapon
Hand Size: 6 [ ]7
Proficient with: Light Armors, Weapons
Powers:
When you defeat a bane that has the Animal trait and would banish it, you may draw it instead.
You may discard a card that has the Animal trait to evade a bane you encounter ([ ] or to add 1d4 plus the discarded card's adventure deck number to your combat check) ([ ] or to your check to defeat a barrier).
[ ] At the end of your turn, you may recharge a random card that has the Animal trait from your discard pile.


Random armor

Steel Shield:

Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_ Recharge this card to reduce Combat damage dealt to you by 2, or by 3 if it is Ranged Combat damage_ If proficient with heavy armors, you may play another armor on this check_


During This Adventure: The servitor demon is the henchman Demonling.

Demonling:

Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: During the first exploration of each turn, damage dealt is decreased by 1.
Additional Rules: 'Herald of Iomedae' is displayed next to the blessing deck. It can be used by any player.

Herald of Iomedae:

Traits
Outsider

POWERS
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character’s turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top of the blessings deck.


Turn: 9, Mogmurch/TColMaster

Top of Blessing Discard Pile:

Blessing of Ascension:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -74
Blessing of Pulura
Blessing B
Traits:
Divine
Pulura To Acquire:
Charisma 7
OR Divine 5
Discard this card to add 1 die to any check_
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn_
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_
Spoiler:
Blessings Deck Card -73
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -72
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -71
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -70
Blessing of Abraxas
Blessing B
Traits:
Divine
Abraxas
Corrupted To Acquire:
Arcane 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any Arcane or Divine check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -69
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -68
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Constitution 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_
Spoiler:
Blessings Deck Card -67
Blessing of Shax
Blessing B
Traits:
Divine
Shax
Corrupted To Acquire:
Combat 9
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any combat Strength or Dexterity check_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -66
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any non-combat Charisma 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_
Spoiler:
Blessings Deck Card -65
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_
Spoiler:
Blessings Deck Card -64
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -63
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -62
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -61
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -60
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -59
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -58
Blessing of Baphomet
Blessing B
Traits:
Divine
Baphomet
Corrupted To Acquire:
Melee 7
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check attempted during the first exploration of a turn_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card_
Spoiler:
Blessings Deck Card -57
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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_
Spoiler:
Blessings Deck Card -56
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_
Spoiler:
Blessings Deck Card -55
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5
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_
Spoiler:
Blessings Deck Card -54
Blessing of Deskari
Blessing 1
Traits:
Divine
Deskari
Corrupted
Veteran To Acquire:
Survival 7
OR Divine 5
Discard this card to add 1 die to your check_
Discard this card to explore your location_
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check_

Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Brielle/DavidC, None

Cavern Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Cavern Card 2:
Skeleton
Monster B
Traits:
Undead
Skelton
Basic To Acquire:
Combat 8
The Skelton is immune to the Mental and Poison traits_ If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3_
Th pile of bones suddenly stirs, rising up to take on a human shape_ Its long, bony fingers reach out to claw at the living_

Cavern Card 3:
Mandragora
Monster 1
Traits:
Plant To Acquire:
Combat 11
The Mangragora is immune to the Mental and Poison traits_ If the check to defeat has the Electricity trait, the difficulty is increased by 3_
If undefeated, a random character at your location is dealth Combat damage equal to the number of cards that have the Attack trait and weapons in your hand_
Mandragoras are mandrake roots that fed on corpses_

Cavern Card 4:
Blackwing Librarian
Ally B
Traits:
Human
Wizard
Basic To Acquire:
Intelligence
Knowledge 6
OR Diplomacy 8
Recharge this card to succeed at your check against a boon that has the Arcane trait_
Discard this card to explore your location_

Cavern Card 5:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran To Acquire:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Cavern Card 6:
Full Plate
Armor B
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5
Recharge this card to reduce Combat damage dealt to you by 4_
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury it instead_

Forsaken Cloister
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Mogmurch/TColMaster, None

Guardpost
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Ukuja/Elinnea, None

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Summon and defeat the henchman Fiendish Minotaur.
When Permanently Closed: On closing, move each character at this location to a random other location.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/Maelwys, None

Maze Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Maze Card 2:
Wand of Cancellation
Item 1
Traits:
Wand
Magic
Arcane To Acquire:
Intelligence
Arcane 9
When you encounter a boon that has the Magic trait on your turn, bury this card to banish or evade that boon, then explore again_
After playing this card, you may succeed at an Arcane 11 check to recharge this card instead of burying it_

Maze Card 3:
Temptation of Arms
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic waspons instead_ You may choose 1 and add it to your han; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; a character at your location is dealth 1d4+1 Combat damage_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

Watchtower Card 1:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Watchtower Card 2:
Blessing of Ascension
Blessing B
Traits:
Divine
Mythic
Basic To Acquire:
Charisma 6
OR Divine 5
If you encounter this card and you have a mythic charge, you automatically acquire it_
Discard this card to add 1 die to any check_
Discard this card to explore your location_
Discard this card to get a mythic charge_

Watchtower Card 3:
Javelin
Weapon B
Traits:
Spear
Ranged
Piercing
Basic To Acquire:
Dexterity
Ranged 4
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6; you may additionally banish this card to add another 2d6_

Watchtower Card 4:
Corroded Helm
Armor B
Traits:
Heavy Armor
Corrupted
Elite To Acquire:
Constitution
Fortitude 3
If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card_
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_

Watchtower Card 5:
Animal Tamer
Ally B
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 9
Reveal this card to add 1d6 to your check against a card that has the Animal trait_
Discard this card to explore your location_

Watchtower Card 6:
Mongrel Wizard
Monster B
Traits:
Mongrel
Wizard
Elite To Acquire:
Combat 0
The difficult of the check to defeat is equal to the highest difficulty to defeat a random monster from the box_
Before you act, the Mongrel Wizard deals 1 Acid damage to you_
After you act, the Mongrel Wizard deals 1 Poison damage to you_

Watchtower Card 7:
Cave Lizard
Monster B
Traits:
Animal
Basic To Acquire:
Combat 11
If defeated during your exploration, you may explore your location_
If undefeated, shufle the Cave Lizard into a random open location_
This immense lizard moves with a slow but relentless gait_

Watchtower Card 8:
Baleful Shadows
Barrier B
Traits:
Obstacle
Undead
Elite To Acquire:
Wisdom
Divine
Stealth 11
If undefeated, a character at your location summons and encounters the henchman Wight_

Watchtower Card 9:
Quadnys Orlun
Ally 1
Traits:
Human
Wizard To Acquire:
Arcane
Divine
Charisma
Diplomacy 6
Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait_
Discard this card to explore your location_ During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks_

Watchtower Card 10:
Mace
Weapon B
Traits:
Mace
Melee
Bludgeoning
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4_

Watchtower Card 11:
Helm of the Valkyrie
Armor 1
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6
At the end of your turn, bury this card to move_
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with heavy armors, you may recharge this card when you reset your hand_

Wounded Lands
At This Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Wounded Lands Card 1:
Longsword
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

Wounded Lands Card 2:
Padded Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 2
Discard this card to reduce Combat damage dealt to you before or after you act by 2_
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead_

Wounded Lands Card 3:
Temptation of Invincibility
Barrier B
Traits:
Temptation To Acquire:
None 0
Draw 3 armors from the box, if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic armors from the box instead_ You may choose 1 and add it to your hand; banish any not chosen_ If you added 1 to your hand, the barrier is undefeated; shuffle a random barrier from the box into your location deck_ Otherwise, the barrier is defeated_
After you act, banish this barrier_

Wounded Lands Card 4:
Cambion
Monster B
Traits:
Outsider
Demon
Elite To Acquire:
Combat 12
The Cambion is immune to Electricity and Poison traits_ Before you act, succeed at an Arcane or Divine 9 check or you may not play spells that have the Attack trait_
If undefeated, bury an ally that lists Diplomacy in its check to acquire_
This leering, red-skinned humanoid has cloven hooves and a pair of black horns_

Wounded Lands Card 5:
Man-Eating Aurochs
Monster B
Traits:
Animal
Elite To Acquire:
Combat 11
If undefeated, each character attempts a Dexterity or Acrobatics 10 check_ Characters who succeed are dealt 1 Combat damage, characters who fail are dealt 1d4 Combat damage_
No ordinary bovine, this hulking beast has bloodstained horns and sharpened teeth_

Wounded Lands Card 6:
Arboreal Blight
Barrier B
Traits:
Skirmish
Demon To Acquire:
None 0
Each character summons and encounters the henchman Fiendish Tree_ The barrier is defeated or undefeated based solely on your ecounter_ If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth_

Wounded Lands Card 7:
Faxon
Villain 1
Type: Monster
Traits:
Pitborn
Demon
Witch To Acquire:
Combat 12
When you encounter Faxon, each character recharges all cards that have the Healing trait_
While you act, before any character plays a card, that character recharges a card_
"Go house to house, and let the Eagle Watch know what is watching them!" ---Faxon

Wounded Lands Card 8:
Corrupted Crusaders
Barrier B
Traits:
Cache
Skirmish
Basic To Acquire:
None 0
Before you act, draw a random ally from the box and display it next to the scenario_
Each character at your location summons and encounters the henchman Corrupted Soldier_ The barrier is defeated or undefeatd based solely on your encounter_ If any Corrupted Soldiers were not defeated, banish the displayed ally; otherwise, add it to your hand_

Wounded Lands Card 9:
Fiendish Minotaur
Henchman B
Type: Monster
Traits:
Outsider
Demon
Minotaur
Veteran To Acquire:
Combat 12
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number_ Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait_
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage_
If defeated, you may immediately attempt to close the location this henchman came from_

Wounded Lands Card 10:
Belthis Loumis
Ally B
Traits:
Human
Hireling To Acquire:
Craft 6
OR Charisma
Diplomacy 9
Reveal this card to draw an armor, an item, and a weapon from the box; banish 2 and set aside 1_ Then banish this card to add the card you set aside to your hand, or bury this card and banish that card_
Discard this card to explore your location_

Wounded Lands Card 11:
Caltrop Bead
Item B
Traits:
Object
Magic
Basic To Acquire:
Dexterity 6
Banish this card to add 1d4 to your combat check_
Banish this card to defeat a monster you encounter whose highest difficulty to defeat is 9 or lower_


Deck handler

Hmmm. A shield is not great when the only weapon I have at the moment is a two-handed shortbow. I'll keep it in my hand for now anyway since I'm low on cards. I do have a cure somewhere in this deck.

Grand Lodge

Google Sheets Link STR d4 | DEX d10 (Ranged +2) | CON d8 | INT d8 (Craft +2) | WIS d4 | CHA d8

Barely escaping with his life, Mogmurch leaves the Cloister and looks around to spot someone, anyone from his party. Not seeing anyone he heads over to the Wounded Lands. Weary, he is still careful to look around for anyone, or anything, that may be lurking out and about.

Spying a LONGSWORD, Mogmurch goes to pick it up.

Longsword:

Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

STR Check: 1d4 ⇒ 1

However, he isn't strong enough to do so, unlike the shield he picked up earlier.

Recharge shield to reset hand, end turn.

Mogmurch wrote:

Hand: Potion of Beast Skin, Leather Armor, Frilled Lizard, Potion of Fortitude, Amfibier, Detect Magic,

Displayed:
Deck: 6 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Ranged: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [] +3
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Craft: Intelligence +2
Wisdom d4 [ ] +1
Charisma d8 [ ] +1 [ ] +2 [ ] +3

Favored Card: Item
Hand Size 6 [ ] 7
Proficient with: Light Armors
Powers:
<Power 1>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 ([ ] or Attack or Poison) trait, add 1d6.
<Power 2>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.
<Power 3>While you play or would banish a spell that has the fire trait, gain the skill Arcane equal to your Craft skill.
<Power 4>
<Power 5>

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