[CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails (Inactive)

Game Master dinketry

Liberty's Edge Favor:
  • When you discard this card from the blessing deck, draw an ally from the box.
  • While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
  • During this Adventure:
  • The scourge die is 1d4+1
  • If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.
  • During this Scenario:
    At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

    Turn Order

  • Erasmus (Elinnea)
  • Lazzero (Lucian C)
  • Aric/Red Raven (cartmanbeck)


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    Grand Lodge

    The Mountain's Maw |

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the
    support card Liberty’s Edge Favor (proxy with Defensive Stance).

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.
    Additional Rules: LIBERTY'S EDGE FAVOR

    When you discard this card from the blessings deck,
    draw an ally from the box.

    While this card is on top of the blessings discard
    pile, you may add 1d4 to checks against barriers and
    allies.
    Turn: 13, Erasmus/Elinnea

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -35
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -34
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -33
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -32
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -30
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -29
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -28
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -27
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -26
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -24
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -23
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -22
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -21
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 5:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 6:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite
    To Defeat:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck_
    If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

    Smoking Den Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Smoking Den Card 3:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 4:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 5:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 2:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 3:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location_

    Warehouse Card 4:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 5:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Warehouse Card 6:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 7:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 8:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 3:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 4:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 6:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 7:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 9:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Deck Handler

    Start of turn: recharge the weapons for +2 to all checks. Also to clear out my hand a little.

    Erasmus sighs and looks over at the student still following him around. "Is it just me or is this place taking forever to explore?" Nevertheless he continues.

    Burning Tar:

    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage.
    If you would discard any cards as damage, bury them instead.

    The place is riddled with hazards. Luckily, Erasmus has eyes like a hawk and can see pits of burning tar from miles away.

    Perception 6: 1d6 + 3 + 1d4 + 1 + 2 + 2 ⇒ (4) + 3 + (2) + 1 + 2 + 2 = 14
    Perception skill, plus the bonus from the spirit relatives, plus the 2 extra on all checks, plus 2 from revealing the stalker armor. Perception checks, let me at 'em!

    He easily avoids it and then pauses to figure out where to go next. He glances at the student again. "What do you think, should we head out and go someplace else?"

    Erasmus wrote:

    Hand: Conch Shell, Stalking Armor, Magnifying Glass, Force Missile, Harrowed Society Student

    Displayed: Spirit Relatives
    Deck: 8 Discard: 2 Buried: 0
    Notes:

    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +3
    Charisma d8 [ ]+1 [ ]+2 [ ]+3
    Arcane: Charisma +1
    Spirit: (add 1d4 + the scenario's adventure deck number)
    Wisdom
    Divine: Wisdom
    Perception: Wisdom

    Favored Card: Your choice
    Hand Size: 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.

    And now I have cards that can add 1d4 or 1d6 more to my perception checks. I swear I put blessings in this deck somewhere...


    Hayato moves through the warehouse, digging through the crates in search of clues (or loot!) He moves down the hallway, and suddenly he trips a Corridor Dart Trap.

    I have just a D6 Dex
    @Lucian uses Blessing of the Archdevils for an additional D6
    @Aric recharges Blessing of Wadjet for an additional D6.

    Dexterity 10: 3d6 ⇒ (4, 2, 4) = 10

    Hayato twists out of the way at the last second!

    He is starting to get fed up with the Camel's smelly breath in his ear, and he sends it on ahead. Discard Camel to explore again

    A Sand Creeper! And Hayato with nothing but blades to fight it with. Well, if bare hands is what it takes, lets pummel this thing into oblivion!

    Combat 9: 1d10 + 2 ⇒ (8) + 2 = 10

    Well, pummeled into submission if not total oblivion.
    This has been a rather more exciting day that Hayato has planned, and he turns in early.
    refill hand - Banner and Blessing of the Samurai

    Curse of Poisoning - 1d4 ⇒ 1 recharging Banner

    End Turn

    Hayato wrote:

    Hand: Nine-Ring Sword, Wakizashi, Blessing of the Samurai 1,

    Displayed: Jinfu, Curse of Poisoning,
    Deck: 11 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [ ] 5
    Proficient with: Light Armor, Heavy Armor, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 [ ] (1d10).
    On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
    <Power 3>
    <Power 4>
    <Power 5>

    Scarab Sages

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

    Lazerro walks forward, contemplating the mysteries of the universe, then walks straight into Alchemical Gas.

    @Hayato I need your blessing to beat this. Love you!

    Int 7: 2d6 ⇒ (4, 4) = 8

    The wisdom of the samurai guides him to safety.

    End turn, discard Giant Slug to cycle hand, reset hand.

    Lazzero wrote:

    Hand: Toughness, Blessing of the Gods, Longspear, Hammer, Dread Bolt,

    Displayed:
    Deck: 5 Discard: 5 Buried: 0
    Notes: Blessing is available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 5
    Proficient with: Light Armor, Heavy Armor [ ] Weapons
    Powers:
    You may ignore the Corrupted trait on any Blessing you play on your ([ ] or any) check.
    Instead of the first exploration of your turn, you may allow a character at your location to bury a card, if she does, a character at your location shuffles 1d4+1 ([ ]+2) cards from his discard pile into his deck.
    <Power 3>
    <Power 4>
    <Power 5>

    Grand Lodge

    Unfortunately, Erasmus' gregarious dismissal of the tar trap alerts a ne'er-do-well nearby to come and hassle the occultist in the Precinct of the Left Eyes.

    Erasmus, you defeated the first explore of your turn by 8. As such, a random monster has been shuffled into your location. FYI.

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the
    support card Liberty’s Edge Favor (proxy with Defensive Stance).

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.
    Additional Rules: LIBERTY'S EDGE FAVOR

    When you discard this card from the blessings deck,
    draw an ally from the box.

    While this card is on top of the blessings discard
    pile, you may add 1d4 to checks against barriers and
    allies.
    Turn: 16, Aric/Red Raven/cartmanbeck

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Bastet:
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -35
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -34
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -33
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -32
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -30
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -29
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -27
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -26
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -25
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -24
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Smoking Den Card 2:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 3:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 4:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location_

    Warehouse Card 2:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 3:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Warehouse Card 4:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 5:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 6:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 3:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 4:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 6:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 7:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 9:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Human Expert | #44004-1024

    Hate to point it out, but Blessing of Wadjet can't add to any check other than checks to acquire.

    Blessing of Wadjet:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    So someone else will need to use a blessing for Hayato's check above. I don't think there was one on the table, though...

    With the likelihood of randomly finding the bad-guy getting higher, Aric jumps into a phone booth (those exist in Golarion, right?) and out jumps the Red Raven! Switching to Red Raven at the start of my turn. Exchanging my Singer's Solution for a Rapier from my kit.
    The Red Raven stands atop the building where the seedy smoke-based pleasure den of snakes resides. Full of villains, miscreants, and lowlives, he knows he'll find someone doing something horrible inside. He jumps down to peer in a window, and sees just what he was expecting... a poisoned dart tube pointed right at him! The dart shoots through an empty pane of the window and nicks him on the arm. I get the Curse of Poisoning.

    The Raven makes no sound, seeing his prey as the only creature in existence at the moment. He deftly pops open the window and slides in in a single fluid motion, confronting the guard on his own turf. He squares off against the vagrant, drawing his Rapier, then feints to the left then quickly moves to the right, slipping around behind the man. Discarding my Rapier for the extra 1d4.
    Combat 11+2=13: 1d10 + 3 + 2d4 + 1d4 ⇒ (6) + 3 + (3, 2) + (3) = 17 The Raven covers the man's mouth with his hand as the rapier slides between two of the man's ribs, piercing his heart. He slides to the ground, soundless.

    Need a random ally with the Diplomacy skill listed in its check to defeat to try to acquire for the close check. Since I'm in Red Raven form, it's pretty unlikely that I'll get it, so I might be going through the last three cards of the deck, which Aric should be able to burn through pretty quickly.


    Deck Handler

    Oops, I forgot about the 7-over rule. Pretty sure I'm never going to see the bottom of this location, sigh. Does Hayato's entire turn need to be retconned?

    Also the lurking spy doesn't let you close the location; it's acquiring allies that does that for this scenario.

    Grand Lodge

    Ninja'd by Erasmus!

    I agree with cartmanbeck, Shadowfey. Hayato had no other way to defeat the Corridor Dart Trap, so he will take damage from the trap, and must discard allies first (as per the card text).

    Trap Damage on Hayato: 1d4 ⇒ 4 Ouch.

    That wipes out Hayato's hand, moving the Nine-Ring Sword and the Wakizashi to the discard pile along with the Camel. That also retcons your second exploration of the turn, Hayato, and allows you to draw a different hand and recharge one card as per your Curse of Poisoning. You will need to recharge your hand, Hayato, before determining if the Blessing of the Samurai is in your hand for Lazzero to use on his next turn. In other words, return the Blessing of the Samurai to your draw pile and then redraw your hand. Then, determine which card goes away thanks to the Curse of Poisoning.

    Aric, you retain the Blessing of Wadjet. The Lurking Spy does not give you the attempt to close your location, as you'll note in the card description.

    Lurking Spy:
    Henchman 1
    Type: Monster
    Traits: Human Spy Trigger Veteran
    To Defeat: Combat 11 OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Sorry! Wanna examine some more, Red Raven?

    Scarab Sages

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

    Hang on. Hayato had two possible rerolls. One by burying a card. One by using her t-shirt. She can keep the four and reroll the 2. Yes, she needs a six, but with two chances she could make it.

    Grand Lodge

    Burying which card?

    Scarab Sages

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

    She's asleep. But she'd probably use the t-shirt roll first.

    Grand Lodge

    We can await Jen D. I'm still not sure what Hayato can bury to get a reroll - can you clarify that?

    Scarab Sages

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

    The power from the Dilapidated Plaza

    Grand Lodge

    Ah, yes. Very good.


    Sigh, sorry for the mess. Here we go, using my T-shirt re-roll:

    Need a 6: 1d6 ⇒ 5

    Let the flurry of ret-cons begin

    RPG Superstar 2014 Top 16

    Shadowfey, were you going to bury a card to try one more time? Might be worth it in this case.

    Grand Lodge

    Let us know your decision, Shadowfey.


    Human Expert | #44004-1024

    In the meantime, Dinketry, I wanted to let you know I'm applying a reward boon that I got from PaizoCon, called Foreign Trader, to this character. It will give me the chance, when we start using traders, to check off one of three boxes to use an Ultimate Add-On deck instead of the game box to draw random items from the trader.I'll send the proof to Mark in a few minutes, and will put the text of the reward in Aric's profile.

    Grand Lodge

    Cool.


    Not going to bury a card to re-roll trying for 6 on a D6. I only have 2 cards in my hand, and I don't think it's worth the odds.

    Grand Lodge

    Ok, Shadowfey, so you take 4pts of damage as I rolled in this post. I need you to redraw your hand and then apply the Curse of Poisoning anew to it to see if you still have the Blessing of the Samurai in your hand for Lazzero to use on his turn. Please post your new hand and we will move ahead.


    Redrew my hand:

    Boarding Pike
    Shock Lizard
    Blessing of the Samurai 2
    Portable Ram

    Curse of Poisoning: 1d4 ⇒ 4

    Recharge Portable Ram. I still have Blessing of the Samurai for Lucian to use on his turn, so I'll move it into my discard pile.

    Grand Lodge

    Ok, Hayato's turn has been fixed (Shadowfey has used their reroll) and there was no need to change Lazzero's actions. We are back to Red Raven who has defeated the Lurking Spy. Does Red Raven want to continue their turn?

    Grand Lodge

    The Mountain's Maw |

    Just to refresh the space. Red Raven/cartmanbeck still may act this turn if they'd like to use something to explore again.

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 3, Red Raven/cartmanbeck, turn number 16 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Bastet:
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -35
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -34
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -33
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -32
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -30
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -29
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -27
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -26
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -25
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -24
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 2:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 3:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

    Warehouse Card 2:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location_

    Warehouse Card 3:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 4:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 5:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 6:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 7:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 8:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 3:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 4:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 6:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 7:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 9:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Human Expert | #44004-1024

    I'll end my turn there, since Aric will be better at pretty much everything that's left in the deck. Discarding Elemental Treaty because I'm too big on hand size.

    Red Raven wrote:

    Hand: Blessing of Wadjet, Noxious Bomb, Kama, Psychic Detective,

    Displayed: Gambeson, Curse of Poisoning,
    Deck: 6 Discard: 7 Buried: 0
    Notes:
    Cards in kit: Singer's Solution, Rapier 2, Compass,
    Reroll: Not Used

    Aric Skills and Powers:
    SKILLS

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

    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
    Proficient with: None
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. 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 ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Red Raven Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
    Light Armors Weapons
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

    Grand Lodge

    Erasmus, you’re up! I’m away from my computer right now, so unable to post a scenario update - though there’s nothing to update from my last one.

    Grand Lodge

    Erasmus, you're still up!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 17, Erasmus/Elinnea, turn number 17 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

    Blessings Remaining: 13

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -35
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -34
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -33
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -32
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -31
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -30
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -29
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -28
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -27
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -26
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -25
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 2:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 3:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

    Warehouse Card 2:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location_

    Warehouse Card 3:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 4:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 5:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 6:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 7:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 8:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Crocodile Skin Lamellar
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 3:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 4:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 5:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 6:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 7:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 9:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Deck Handler

    Erasmus feels a longing to be anywhere but this dreary place, so he finds his gaze drawn to other places. Discard the conch shell to examine the top card of the warehouse.

    He sees his ally Hayato, with some kind of alchemical vial at his feet. The label says Twitch Tonic.

    Recharge Perception 7: 1d6 + 3 + 1d4 + 1 ⇒ (5) + 3 + (1) + 1 = 10

    He follows the proddings of his heart and decides to step outside to look for their target among the shops. Recharge the harrowed society student to move to the Dye Market.

    Crocodile Skin Lamellar:

    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0.
    You may succeed at a Craft 8 check to recharge this armor instead.

    Constitution 5: 1d6 ⇒ 4

    The first item up for sale is some armor made from a crocodile. It looks a little too stuffy for Erasmus, so he leaves it alone. He pauses to take stock of his own supplies, before any shopkeeper can talk him into buying more stuff.

    Recharge the magnifying glass to examine the top card of my deck: Blessing of the Gods. That would be useful, so I won't shuffle. Then I reset my hand and end the turn.

    Erasmus wrote:

    Hand: Blessing of the Gods 3, Stalking Armor, Mind Thrust, Force Missile, Blessing of the Gods 2

    Displayed: Spirit Relatives
    Deck: 8 Discard: 2 Buried: 0
    Notes: Blessings are available

    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +3
    Charisma d8 [ ]+1 [ ]+2 [ ]+3
    Arcane: Charisma +1
    Spirit: (add 1d4 + the scenario's adventure deck number)
    Wisdom
    Divine: Wisdom
    Perception: Wisdom

    Favored Card: Your choice
    Hand Size: 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.

    Grand Lodge

    Hayato, have at it!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 18, Hayato/Shadowfey, turn number 18 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of the Ancients:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Blessings Remaining: 12

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -35
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -33
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -32
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -31
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -29
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -28
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -27
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -26
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 2:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 3:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1 (Twitch Tonic):
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

    Warehouse Card 2:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity 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 light armors, you may recharge this card to examine the top card of your location_

    Warehouse Card 3:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 4:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 5:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 6:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 7:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 8:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/Elinnea, None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Hayato continues through the Warehouse, and finds a Twitch Tonic.

    Int. 6: 1d6 ⇒ 1

    Not recognizing it's worth, he tosses it aside and moves on.

    Discard Shock Lizard to explore again

    Behind some crates, he finds a dusty Crocodile Skin Helmet.

    Fort. 6: 1d8 + 2 ⇒ (6) + 2 = 8

    This will be a welcome addition to his gear! He settles down to clean up the musty armor.

    Refill hand:
    Boarding Pike
    Crocodile Skin Helmet
    Blood Periapt
    Kikko Armor

    Curse of Poisoning:
    1d4 ⇒ 3

    As he works on the helmet, Hayato absent-mindedly tucks his Blood Periapt away in a random pocket, promptly forgetting where he put it.

    Just when I could have used it! :-P End Turn

    Grand Lodge

    Lazzero, it's your turn!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 19, Lazzero/Lucian C, turn number 19 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -36
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -35
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -34
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -33
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -32
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -31
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -30
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -29
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -28
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -27
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Smoking Den Card 1:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Smoking Den Card 2:
    Collapsing Scaffolding
    Barrier C
    Traits:
    Obstacle
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception 4
    THEN Dexterity
    Acrobatics
    Perception 7
    If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

    Smoking Den Card 3:
    Sebti the Crocodile
    Ally 1
    Traits:
    Trigger
    Human
    Cleric To Acquire:
    Charisma
    Diplomacy
    Divine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it_
    If you fail the check to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location_
    Recharge this card to examine the top 2 cards of a location_
    Discard this card to explore your location_ Add 1d6 to Diplomacy checks during this exploration_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 3:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 4:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 6:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/Elinnea, None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.

    Scarab Sages

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

    Still Jonseing for nicotein, Lazerro wanders the den.

    Mad Dog Marrn:

    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    @BR There is a typo there. It should be If you, not I fyou

    Playing Blessing of the Gods

    Diplomacy 9: 2d8 + 3 ⇒ (8, 5) + 3 = 16

    The crazed halfling falls in step with me.

    Lazerro reports the den to the local authorities as a fire hazard.

    @BR, I can now attempt to close the location. I need a random ally that lists Diplomacy in its check to acquire. @Eric Can I use your Blessing of Wadjet for the close?

    Grand Lodge

    Lazzero - you don't have a Diplomacy skill. You also don't get a +3 to the roll. You have a d8 Charisma, and your use of the Blessing of the Gods is valid, so I'm happy with your success, but Lazzero does not have Diplomacy as a skill.

    Lazzero's Ally for the Close!:
    Meehr Zet
    Ally B
    Traits: Dwarf Aristocrat Hireling
    To Acquire: Charisma Diplomacy 7
    Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand. Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

    Also, Aric, you (or Lazzero) could decide if you want to use the +1d4 to reveal the Blessing of Wadjet, or the +2d8 to discard the Blessing of Wadjet.

    Scarab Sages

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

    My error, I looked at the wrong character sheet.

    I would love the 2d8, but I'll give Aric a chance to respond.

    Grand Lodge

    Lucian, your Google character sheet for Lazzero is listed incorrectly as well. You’ll need to amend it, thanks.

    Scarab Sages

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

    to keep us moving I'm going to assume Aric would agree.

    Charisma 7: 3d8 ⇒ (7, 5, 3) = 15

    Lazerro meets a corrupt Dwarven official and bribes them to shut down the den for good.

    Location closed, note the new global power that results.

    Feeling a bit overwhelmed by the influx of company, Lazerro toughens himself up for the night's rest.

    I'm over my hand size, so I'm going to cast Toughness, that way I at least get a chance to recharge it rather than discarding it.

    Recharge Divine 8: 1d10 + 3 ⇒ (8) + 3 = 11

    END TURN

    Lazzero wrote:

    Hand: Meehr Zet, Longspear, Hammer, Dread Bolt, Mad Dog Marnn,

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

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 5
    Proficient with: Light Armor, Heavy Armor [ ] Weapons
    Powers:
    You may ignore the Corrupted trait on any Blessing you play on your ([ ] or any) check.
    Instead of the first exploration of your turn, you may allow a character at your location to bury a card, if she does, a character at your location shuffles 1d4+1 ([ ]+2) cards from his discard pile into his deck.
    <Power 3>
    <Power 4>
    <Power 5>

    Grand Lodge

    Aric/Red Raven, it's your turn!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 3, Aric/Red Raven/cartmanbeck, turn number 20 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Blessings Remaining: 10

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -36
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -35
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -34
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -33
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -32
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -30
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -29
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -28
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Precinct of Left Eyes Card 1:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 4:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 6:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 7:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Lazzero/DavidC, None

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 3:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 4:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 6:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/Elinnea, None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Human Expert | #44004-1024

    Sorry about my lateness, and absolutely no problem with using that blessing! Could use some healing fairly soon, though. :)

    Red Raven moves to the Precinct of Left Eyes and explores to find a Burning Tar trap.
    Acrobatics 6: 1d10 + 2 ⇒ (2) + 2 = 4 Gonna use my t-shirt reroll on that.
    reroll: 1d10 + 2 ⇒ (8) + 2 = 10 Better. Defeated.

    I'll end my hand there and hope that Lazzero is willing to come heal me.

    Curse of Poisoning: 1d4 ⇒ 4 Recharge my Psychic Detective

    Red Raven wrote:

    Hand: Blessing of the Spy 1, Noxious Bomb, Kama,

    Displayed: Gambeson, Curse of Poisoning,
    Deck: 6 Discard: 8 Buried: 0
    Notes:
    Cards in kit: Singer's Solution, Rapier 2, Compass,
    Reroll: Used

    Aric Skills and Powers:
    SKILLS

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

    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    Hand Size 6 [ ] 7 (For starting hand, draw 9, set aside 3)
    Proficient with: None
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Red Raven, and flip this card. 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 ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Red Raven Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    After drawing your starting hand, draw 3 additional cards, then set aside 3 cards; these cards are your kit.
    Hand Size 4 [ ] 5 (For starting hand, draw 7, set aside 3)
    Light Armors Weapons
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may exchange your character and token for Aric, and flip this card. 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 ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

    Grand Lodge

    Erasmus, you're up!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 21, Erasmus/Elinnea, turn number 21 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Ra:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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: 9

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card -36
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -35
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -34
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -33
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -32
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -31
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -30
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -29
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/cartmanbeck, None

    Precinct of Left Eyes Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 2:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Precinct of Left Eyes Card 3:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 4:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 5:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 6:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lazzero/DavidC, None

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 3:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 4:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 6:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Erasmus/Elinnea, None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Deck Handler

    My Cure is coming up in my next two cards, so it makes more sense for me to go there to heal than to make Lazerro give up an explore for it.

    Erasmus hears a cry for aid and wanders back over to the Precinct of Left Eyes. He sees the smoldering remains of some nefarious trap. "Well, I'm glad I didn't run into that earlier."

    Lurking Spy:

    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Just as the words are leaving his mouth, a poisoned dart comes out of nowhere. Erasmus immediately starts to feel unwell, but he looks around quickly to catch sight of the culprit.

    Perception 9/16: 1d6 + 3 + 1d4 + 1 + 2 ⇒ (6) + 3 + (3) + 1 + 2 = 15

    Veldira guides his sight to a spy skulking in the shadows. He grabs the ruffian by the collar and carries him off to the authorities. "You do know how they punish people around here, don't you?"

    With that taken care of, he looks around some more. Discard blessing of the gods to explore

    Fire Hydra:

    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.

    Around the corner there suddenly comes a hydra, breathing a wave of fire that washes over Erasmus and Aric! (Sorry)

    Dexterity 8: 1d8 ⇒ 6
    Fire damage: 1d4 - 1 ⇒ (3) - 1 = 2

    Erasmus tries desperately to evade the blast, but in vain. His armor gets burned to a crisp. Bury the armor to reduce the damage to 0. Then I'll attack with Force Missile and discard my blessing of the gods, copying the Blessing of Ra to give it the Fire trait.

    Combat 7: 2d8 + 1 + 2d4 ⇒ (2, 6) + 1 + (2, 4) = 15
    Recharge arcane 6: 1d8 + 1 ⇒ (4) + 1 = 5

    His magical missiles, imbued with the power of the sun god, pummel into the creature and destroy it completely.

    Reset my hand, then recharge one for the poisoning.

    Poison: 1d5 ⇒ 5 Recharge my light crossbow

    Erasmus wrote:

    Hand: Cure, Sign of the Pack 2, Mind Thrust, Planchette

    Displayed: Spirit Relatives, Curse of Poisoning
    Deck: 5 Discard: 5 Buried: 1
    Notes:

    Skills and Powers:
    SKILLS
    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [ ]+1 [ ]+2 [ ]+3
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d8 [ ]+1 [ ]+2 [ ]+3
    Wisdom d6 [ ]+1 [ ]+2
    Perception: Wisdom +3
    Charisma d8 [ ]+1 [ ]+2 [ ]+3
    Arcane: Charisma +1
    Spirit: (add 1d4 + the scenario's adventure deck number)
    Wisdom
    Divine: Wisdom
    Perception: Wisdom

    Favored Card: Your choice
    Hand Size: 5 [ ]6
    Proficient with: Light Armors, Weapons
    Powers:
    On your check, after the roll, you may bury a card to add or subtract 1d4 ([ ]+1) from the result.
    At the start of any turn, you may choose a card type and recharge every card of that type; add ([ ] 1 plus) the number of cards recharged to your checks until the end of the turn.
    [ ] Add 1d4 to another character at your location's checks that use any skill marked on the cohort Spirit Relatives.

    That was a costly turn, but the Red Raven/Aric can use the cure now. (Well, after rolling the acrobatics check.)

    Grand Lodge

    Hayato, it is your turn!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.
    Additional Rules:
    Turn: 22, Hayato/Shadowfey, turn number 22 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Horus:
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_

    Blessings Remaining: 8

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -36
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -35
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -33
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -32
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -30
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 2:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 3:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 4:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lazzero/DavidC, None

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Hayato/JenD, None

    Warehouse Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Warehouse Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Warehouse Card 3:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Warehouse Card 4:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Warehouse Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

    Warehouse Card 6:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    Hayato delves deeper into the shadowy warehouse. Suddenly, he comes across Voices of the Spire . Finally, something he can sink his blades into! The thrill of combat fires his blood. On your first combat check of your turn, add 1d6

    He lashes out with his Boarding Pike -

    Combat 10: 1d10 + 1d6 + 1d8 + 2 ⇒ (6) + (6) + (5) + 2 = 19

    The Voices are definitively silenced. As far as Hayato is concerned, it's well past time to leave this cluttered warehouse behind.

    Attempting to close location. I have a D6 to roll a Dex 5 check. Anyone able to help?


    Deck Handler

    You can use my sign of the pack for an extra die, though I’m going to be a little useless next turn. If it’s a bad roll you might also consider burying a card to reroll one die. We’re nearing the end, one way or another.


    Thanks Erasmus!

    Sign of the Pack for an additional D6

    Dex. 5: 2d6 ⇒ (4, 6) = 10

    After one last rummage around, Hayato leaves the warehouse behind for good.

    "On closing, summon and acquire a weapon, armor, or item from the box."


    I pick Weapon

    Grand Lodge

    Shadowfey, because Hayato defeated the Voices of the Spire via a combat action, he is now affected by the Curse of Vulnerability. (And yes, you defeated the henchman in the first defeat of your turn by 7 or more, so a new monster gets shuffled into your deck, but you closed the location, so yippy-yay!

    Curse of Vulnerability:

    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card. You may only have 1 copy of this card displayed.

    Hayato's Weapon Encounter*:
    Djinni Quarterstaff
    Weapon C
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee 6 OR Arcane Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_
    [/b]

    *@Hayato, per the Errata in the ACG guide, the Warehouse wording for closing indicates that you're supposed to ENCOUNTER the weapon, not just freely acquire it. You'll need to make the check to acquire your weapon.

    Also @cartmanbeck, there's nothing listed for closing conditions for the Warehouse location in the ACG online engine - that's an error, I think.


    Human Expert | #44004-1024

    Thanks, I'll look at that.

    Grand Lodge

    Lazzero, you're up!

    During This Adventure: The scourge die is 1d4+1.

    If the result of your first check to defeat of your turn exceeds the
    difficulty by 7 or more, shuffle a monster from the box into your
    location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the
    bottom of that deck.

    After you acquire an ally, you may immediately attempt to close
    your location.

    To win, close all locations.

    Turn: 23, Lazzero/Damian C, turn number 23 in game Game#35: [CaG][ACG] Season of the Factions' Favor Adventure 4-1: Chasing Yellow Sails, run by dinketry

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of the Elements:
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Blessings Remaining: 7

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -37
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card -36
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    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 -35
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -34
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card -33
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -32
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -31
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/cartmanbeck, Erasmus/Elinnea, None

    Precinct of Left Eyes Card 1:
    Canteen
    Item B
    Traits:
    Object
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Display this card_ While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead_ You may bury this card to add all the items on this card to your hand_

    Precinct of Left Eyes Card 2:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Precinct of Left Eyes Card 3:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Precinct of Left Eyes Card 4:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

    Smoking Den
    Closed
    At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Lazzero/DavidC, None

    Warehouse
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/JenD, None

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 2 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market Card 1:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

    Dye Market Card 2:
    The Evil Eye
    Barrier C
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Dye Market Card 3:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Dye Market Card 4:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Dye Market Card 5:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 6:
    Acid Flask
    Item B
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 7:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Dye Market Card 8:
    Crocodile Skin Armor
    Armor B
    Traits:
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
    Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_
    Tarworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    Closed
    At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.


    checking to acquire Djinni Quarterstaff

    Melee 6: 1d10 + 2 ⇒ (1) + 2 = 3

    no luck, oh well. Refilling hand and dealing with Curse of Poisoning

    Boarding Pike
    Crocodile Skin Helmet
    Kikko Armor
    Chain Mail

    1d4 ⇒ 4

    Recharging Chain Mail and ending turn


    Hayato wrote:

    Hand: Boarding Pike, Crocodile Skin Helmet, Kikko Armor,

    Displayed: Jinfu, Curse of Poisoning, Curse of Vulnerability,
    Deck: 7 Discard: 7 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [ ] 5
    Proficient with: Light Armor, Heavy Armor, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 [ ] (1d10).
    On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
    <Power 3>
    <Power 4>
    <Power 5>

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