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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 3 - Blessings Deck Card 2 / Blessing of Shelyn
SOT: None
Give Card: None
Move: Stay at Nettlemaze
Explore: Nettlemaze Card 1: Grazuul using Ice and Fire along with Tome
Adding both Ice and Fire unless resistant/immune. Add 1d8 for Fire.
Ice and Fire Spell Combat Check DC 16: 2d8 + 1d10 + 7 + 1d8 + 1d4 ⇒ (3, 2) + (2) + 7 + (6) + (2) = 22 Monster defeated
Recharge Ice and Fire DC 12: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16 Spell is not recharged
Monster 3
Traits:
Aquatic
Fighter
Giant
Troll
To Defeat:
Combat 16 Add 1d8 to checks to defeat Grazuul with the Fire trait. If the check to defeat does not have either the Fire trait or the Acid trait, Grazuul is undefeated.
Explore: Discard BoAbadar to Explore again. Nettlemaze Card 2: Sneak
"Reiko! I have a sneak trying to be sneakier than you!"
Pausing for Reiko's decision to use materialize or not
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Hand: BoMilani, Binder's Tome, s3Life Drain
Displayed:
Deck: 14 Discard: 3 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
, BoMilani
Recharged:
Discard Pile:
Buried Pile:

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Reiko uses Materializes to location dealing with Sneak (either combat or evade). Reiko to do when doing turn.
EOT: End Turn and Reset hand
Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (?)[/u]
Notes for Reiko: Materialize used..need to either fight Sneak or evade
Dam 1-10 remain
Meliski, Harsk - Nettlemaze 2-10 (Mid-Turn) remain // 2=Sneak
Reiko - Wooden Bridge 1-10 remain
Warrens 1-10 remain // 1=Soldier(AlB)
Seelah - Shrine to Lamashtu 3-10,1 remain // 1=BotG(BlB)
Deeper Dungeon 1-10 remain
Hand: BoMilani, Binder's Tome, s3Life Drain, BoThoth, Byzantine Lexicon, s6Scrying
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
BoThoth, s6Scrying, BoMilani
Recharged:
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3[/ooc]
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Reiko the Ninja |

Reiko casts Materialize to BAMF to the Nettlemaze and surprise the sneak.
Auto fail BYA check Wis 9: 1d6 + 3 ⇒ (3) + 3 = 6 - Discard Bo Urgathoa as punishment. For Combat reveal Fighting Fan
Combat 9 + 3 = 12: 1d10 + 5 + 1d4 + 1 + 3 ⇒ (5) + 5 + (4) + 1 + 3 = 18 Defeated!
"I thought Melsiki here said you were sneakier than me. Not today.
Thanks for the fun, Mel, but as you know, I'm much more effective on my own." Reiko hurries off back to watch over the Bridge.
Turn 4
As the hour approaches that of the gods, Reiko finds herself back at her familiar post.
Explore Bridge card 1: Black Arrow Ranger. Discard Bo Horus to add a die.
Cha 7: 2d8 + 1 ⇒ (8, 2) + 1 = 11 Success!
Discard Ranger to explore card 2: Skeleton Horde. Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card. Reiko will evade her Skeleton.
Henchman (monster) B
Traits:
Undead, Skeleton
To defeat:
Combat 8
Powers:
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.
Reiko slips next to a Ranger who is hurrying across the bridge. "Skeletons! Lots of them!" Reiko thanks the Ranger and sends a warning to her friends.
Will end turn after barrier is banished. Reset hand, drawing 3
Hand: Embalming Fluid, Bo Abadar, Venomous Fighting Fan +1, Sacred Candle, Galvanic Chakram + 1, Master Cartman,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Feel free to use Abadar (adds 2 dice against barriers). Will use candle to pick up an AD3 blessing if one shows up.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Status Link
Most Recent BR Refresh
[u]Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (?)[/u]
Notes for Harsk: Need to encounter Ancient Skeleton
Notes for Seelah: Need to encounter Ancient Skeleton
Notes for Meliski: Need to encounter Ancient Skeleton
Dam 1-10 remain
Meliski, Harsk - Nettlemaze 3-10 remain
Reiko - Wooden Bridge 3-10 remain
Warrens 1-10 remain // 1=Soldier(AlB)
Seelah - Shrine to Lamashtu 3-10,1 remain // 1=BotG(BlB)
Deeper Dungeon 1-10 remain

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Out of Turn Combat - Skeleton
Henchman (monster) B
Traits:
Undead, Skeleton
To defeat:
Combat 8
Powers:
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Life Drain Spell Combat Check DC 8: 2d4 + 1d10 + 4 ⇒ (2, 4) + (2) + 4 = 12 Monster defeated
Recharge Life Drain DC 9 with tome: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (3) = 8 Not Quite
Will recharge Byzantine Lexicon to reroll a die for a check
Recharge Life Drain DC 9 with tome REROLL: 1d10 + 7 ⇒ (2) + 7 = 9 Spell is Recharged
Random Card (Fly) is shuffled into deck
Hand: BoMilani, Binder's Tome, BoThoth, s6Scrying
Displayed:
Deck: 14 Discard: 2 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
BoThoth, s6Scrying, BoMilani
Recharged: Byzantine Lexicon
Discard Pile:
Buried Pile:

Seelah - notshown |

Out of Turn Combat
Traits: Undead, Skeleton
To defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Melee: Strength 1d10+4
Cold Iron Mace +1 1d8+1
Combat 8: 1d10 + 4 + 1d8 + 1 ⇒ (6) + 4 + (4) + 1 = 15 Victory!
CORRECTION TO STATUS
Seelah - Shrine to Lamashtu 4-10,1 remain // 1=BotG(BlB)

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Out of Turn Combat
Henchman (Monster) B
Traits: Undead, Skeleton
To defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
For Combat I will use my Ranged Skill and Reveal: Venomous Hand Crossbow +1 (1d10+1d6+7) and Archer's Bracers for +2. Combat is increased by 3.
Ancient Skeleton - Combat DC 11 - I will Auto Succeed Combat Check

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Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 5 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Nettlemaze -> Warrens
Explore: Warrens Card 1 - Soldier (Ally B)
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
I will Auto Fail to Acquire Soldier
I will Discard: Retriever to Explore Warrens Card 2 - Heavy Pick +1 (Weapon 2)
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
I will use my Skill: Strength to Acquire Weapon. The Retriever add 1d6 and I will Discard: Blessing of Tsukiyo for 1 die
Acquire Heavy Pick +1 - Strength DC 11: 3d6 ⇒ (4, 3, 6) = 13 - Acquired
I will end my turn and use my power to Examine: Warrens Card 3 - Grizzled Mercenary (Ally 1)
I will Reset my hand to 7
Hand: Blessing of Milani (2), Masterwork Tools, Tooled Crocodile Skin, zHeavy Pick +1, Archer's Bracers, Venomous Hand Crossbow +1, Humanbane Crossbow +2
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Milani (2)Sideboard cards: Alchemical Cartridges, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (?)
Dam 1-10 remain
Meliski - Nettlemaze 3-10 remain
Reiko - Wooden Bridge 3-10 remain
Harsk - Warrens 3-10 remain // 3=Grizzled Mercenary(A - 1)
Seelah - Shrine to Lamashtu 3-10,1 remain // 1=BotG(BlB)
Deeper Dungeon 1-10 remain

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 6 - Card 5: Blessing of Abadar
At the start of my turn, I examine the top card of my location deck.
Shrine to Lamashtu Card 4: Zombie Horde (Barrier 2).
Give Card: None
Move: Shrine to Lamashtu -> Nettlemaze
Explore: Nettlemaze Card 3 - Chime of Unlocking (Item 2).
I auto fail the check; Card 3 is banished.
I discard Surgeon to explore Card 4 - Flaming Mace +1 (Weapon B).
Melee 11: 1d10 + 4 ⇒ (7) + 4 = 11 Success!
I end my turn and reset my hand.
Hand: Cure, Kabuto Helmet, Cold Iron Mace +1, Shock Glaive +1, Hatchet Bird, zFlaming Mace +1
Displayed: Dwarven Plate
Deck: 12 Discard: 2 Buried: 0
Notes:
Cure
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Dwarven Earthbreaker +1 Four-Mirror Armor Helm of the Valkyrie Grappler's Mask Knight's Pennon Scribe Blessing of the Samurai Blessing of Angradd Blessing of Angradd Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = Turn # minus one (-1)
Dam 1-10 remain
Meliski, Seelah - Nettlemaze 5-10 remain
Reiko - Wooden Bridge 3-10 remain
Harsk - Warrens 3-10 remain // 3=Grizzled Mercenary(Al1)
Shrine to Lamashtu 4-10, 1 remain // 1=BotG(BlsB), 4=Zombie Horde(Bar2)
Deeper Dungeon 1-10 remain

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 7- Blessings Deck Card 6 / Blessing of Erastil
SOT: None
Give Card: None
Move: Stay at Nettlemaze
Will discard Scrying spell to choose card type Monster and examine top 3 cards of location Nettlemaze
Nettlemaze Card 7: Warlord
Nettlemaze Card 5: Enchanter
Nettlemaze Card 6: Goblin Warchanter
Will then choose to put chosen card types on Bottome of deck in order above with last card being bottom card
Recharge Scrying DC 12 with tome: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (2) = 13 Scrying spell is recharged
Explore Random Nettlemaze card 8-10: 1d3 + 7 ⇒ (2) + 7 = 9 Nettlemaze Card 9:
Poison Trap
Diffculty of Barrier: 5 + 1d6 + 3 ⇒ 5 + (5) + 3 = 13 13 will discard BoMilani for 2 dice and Reiko's Blessing of Abadar for 2 dice
Disable Check DC 13: 1d6 + 2 + 2d6 + 2d6 ⇒ (3) + 2 + (6, 6) + (1, 1) = 19 Success
Henchman B
Type: Barrier
Traits:
Poison
Trap
To Defeat:
Dexterity
Disable 5 If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.
Attempting close with fists using tome and fire support from Harsk
Strength Check DC 8: 1d8 + 1 + 1d4 + 1d4 + 1 ⇒ (4) + 1 + (2) + (2) + 1 = 10 Success
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Nettlemaze is closed
EOT: End Turn and Reset hand
Hand: BoThoth, Binder's Tome, Vampire Bat, s5Fly, s4Fire Snake, b1Blessing of Nethys
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
BoThoth
Recharged: Byzantine Lexicon, s6Scrying
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3[/ooc]
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Hand Size: 5 [x] 6
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/5/6 = 20
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die [ooc]([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
Liberty's Edge Reward
[X] [X] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Defeat a monster that has the Captain or Gnoll trait.
[X] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Harsk: recharge a card for Meliski
Notes for Reiko: Use BoAbadar for Meliski
Dam 1-10 remain
Meliski, Seelah - Nettlemaze CLOSED
Reiko - Wooden Bridge 3-10 remain
Harsk - Warrens 3-10 remain // 3=Grizzled Mercenary(A - 1)
Shrine to Lamashtu 4-10, 1 remain // 1=BotG(BlB), 4=Zombie Horde(Bar2)
Deeper Dungeon 1-10 remain

Reiko the Ninja |

Off turn: discard bo abadar for Meliski's turn.
Hour of the gods. Display Master Cartman. Explore wooden bridge card 3: Poison Trap
Trap difficulty: 5 + 1d6 + 3 ⇒ 5 + (6) + 3 = 14 Ouch!
Use a blessing from Meliski
Dex 14: 2d10 + 2 ⇒ (10, 3) + 2 = 15 YES!
Attempt to close bridge.
Stealth 6: 1d10 + 5 ⇒ (4) + 5 = 9 Auto success!
Wooden bridge closed!
End turn. Bury Fighting fan to recharge Bo Abadar. Reset hand, drawing 3
Hand: Embalming Fluid, Sacred Candle, Galvanic Chakram + 1, Bo Norgorber, Wayfinder, Snakeskin Tunic,
Displayed: Master Cartman,
Deck: 6 Discard: 4 Buried: 1
Notes: Feel free to use blessing. Will use candle to pick up an AD3 blessing if one shows up.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Notes for Meliski: Used Blessing for Reiko
Dam 1-10 remain
Meliski, Seelah - Nettlemaze CLOSED
Reiko - Wooden Bridge CLOSED
Harsk - Warrens 3-10 remain // 3=Grizzled Mercenary(A - 1)
Shrine to Lamashtu 4-10, 1 remain // 1=BotG(BlB), 4=Zombie Horde(Bar2)
Deeper Dungeon 1-10 remain

Reiko the Ninja |

Recharge wayfinder to move to the Dam and examine top 2 cards: Bunyip and War Razor +1 .

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Out of Turn Update -
I Recharged: zHeavy Pick +1 for my power to support Meliski
Turn Order - Harsk, Seelah, Meliski, Reiko
Turn # 9 - Top of Blessings Discards Deck: Blessing of Lamashtu
Give Card: None
Move: Warrens -> Deeper Dungeons
Explore: Deeper Dungeons Card 1 - Greataxe (Weapon B)
I will Auto Fail to Acquire Greataxe
I will end my turn and use my Power to Examine: Deeper Dungeons Card 2 - Ambush (Barrier B)
I will Recharge: Tooled Crocodile Skin and reset my hand to 7
Hand: Blessing of Milani (2), Masterwork Tools, Slaying Bolts, Gem of Physical Prowess, Archer's Bracers, Venomous Hand Crossbow +1, Humanbane Crossbow +2
Displayed:
Deck: 12 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of Milani (2)Sideboard cards: Alchemical Cartridges, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top card of your location deck.
You may recharge a card to add 1d4 [x] +1 to a combat check by a character at another location.
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate: At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.
[X] [ ] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Reiko - Dam 1-10 remain // 1=Bunyip(M), 2=War Razor +1(W-2)
Meliski, Seelah - Nettlemaze CLOSED
Wooden Bridge CLOSED
Warrens 3-10 remain // 3=Grizzled Mercenary(A-1)
Shrine to Lamashtu 4-10, 1 remain // 1=BotG(BlB), 4=Zombie Horde(Bar2)
Harsk - Deeper Dungeon 2-10 remain // 2=Ambush (Bar-B)

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Out of Turn Update -
At the start of Seelah turn I will Display: Slaying Bolts

Seelah - notshown |

Turn Order - Harsk, Seelah, Meliski, Reiko
Turn 10 - Card 9: Blessing of the Gods
Give Card: Flaming Mace +1 to Meliski
Move: Nettlemaze -> Shrine to Lamashtu
Explore: Shrine to Lamashtu Card 4: Zombie Horde (Barrier 2)
Each character at an open location (Seelah, Harsk, and Reiko) summons and encounters a Zombie Minion. All must be defeated or the barrier remains.
Traits: Undead, Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
Melee: Strength 1d10+4
Shock Glaive +1 1d10+1
Combat 9: 1d10 + 4 + 1d10 + 1 ⇒ (5) + 4 + (7) + 1 = 17 Victory!
Reiko was also successful; Zombie Horde is banished.
I end my turn and reset my hand.
Hand: Cure, Kabuto Helmet, Cold Iron Mace +1, Shock Glaive +1, Hatchet Bird, Helm of the Valkyrie
Displayed: Dwarven Plate
Deck: 11 Discard: 2 Buried: 0
Notes:
Cure
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck."
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon, put it on the bottom of the deck ([X] and add 1d6 to your next check this turn)"
Middle {Order is not Known}: Katana +1 Tripartite Spear +2 Dwarven Earthbreaker +1 Four-Mirror Armor Grappler's Mask Knight's Pennon Scribe Blessing of the Samurai Blessing of Angradd Blessing of Tsukiyo Blessing of Tsukiyo
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = Turn # minus one (-1)
Reiko - Dam 1-10 remain // 1=Bunyip(M-B), 2+War Razor(W-2)
Meliski - Nettlemaze CLOSED
Wooden Bridge CLOSED
Warrens 3-10 remain // 3=Grizzled Mercenary(Al-1)
Seelah - Shrine to Lamashtu 5-10,1 remain // 1=BotG(Bl-B)
Harsk - Deeper Dungeon 2-10 remain // 2=Ambush(Bar-B)

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Out of Turn Updates: Discarded BoThoth for Reiko and Received Mace from Seelah
Meliski appreciates the weapon's heft. "Dis will do!"
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 11 - Blessings Deck Card 10 / Blessing of Abadar
SOT: None
Give Card: None
Move: Nettlemaze -> Shrine to Lamashtu
Will discard Fly spell to examine 2 locations and optionally may move a character at current location to different location
Shrine to Lamashtu Card 5: Blessing of the Gods
Warrens Card 3: Grizzled Mercenary
"Seelah, why don't you work on this shrine..be seeing you!"
Move Meliski to Warrens
Recharge Fly DC 10 with Tome: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (4) = 17 Fly spell is recharged
Explore: Warrens Card 3: Grizzled Mercenary. Reveal Tome
Diplomacy Check DC 6: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (3) = 14 Success
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Will discard Vampire Bat to examine and optionally explore. Warrens Card 4: Fungal Savage Villain 3
Pausing for discussion.
Will go ahead and encounter Fungal Savage. Reiko, Harsk, and Seelah will need to do temp closes and Harsk and Seelah need to make Con/fort/Wis 7 check or move to random location
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.

Seelah - notshown |

Temporary Close Check (using Harsk's Blessing of Milani) is automatically successful (3d8 + 3 vs Divine 6).
Wisdom 7: 1d8 + 3 ⇒ (1) + 3 = 4
Randomly move to 1d6 ⇒ 6 Deeper Dungeons.

Reiko the Ninja |

It presumably being the last turn, and the top blessing being lvl2, I'll use Sacred candle to draw it.
Temp close Bury: 1d4 ⇒ 3 Tunic, Chakram, and Fluid.
I have 2 blessings available for Villain encounter.

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Temp Close Attempt Deeper Dungeons -
When Closing: Succeed at a Constitution or Fortitude 8 check.
I will use my Fortitude skill (1d10+3) and use Meliski's Blessing of Nethys for 1 die
Temp Close of Deeper Dungeons - Fortitude DC 8: 2d10 + 3 ⇒ (1, 1) + 3 = 5 - Failed
I will use my Paizo Item Re-roll to re-roll 1 die
Temp Close of Deeper Dungeons - Fortitude DC 8: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7 - Failed
I will use my Grand Lodge Faction Reward and check 1 box to automatically succeed at the check to temporarily close Deeper Dungeons
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Deeper Dungeons is Temporarily Closed
Fungal Savage Effect - Fortitude DC 7: 1d10 + 3 ⇒ (3) + 3 = 6 - Failed
Move to Random Location: 1d6 ⇒ 1 - Location #1: Dam
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: Depper Dungeons, Shrine to Lamashtu, and Dam are Temp Closed
Reiko, Harsk - Dam 1-10 remain // 1=Bunyip(M), 2=War Razor +1(W-2)
Nettlemaze CLOSED
Wooden Bridge CLOSED
Meliski - Warrens 4-10 remain // 4=Fungal Savage (V)
Shrine to Lamashtu 5-10, 1 remain // 1=BotG(BlB)
Seelah - Deeper Dungeon 2-10 remain // 2=Ambush (Bar-B)

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Continuing turn after closes..it is assumed that Reiko did Fort check first and would be unable to move at that time.
Fire Snake Arcane Check for First check with Tome DC 7: 1d10 + 4 + 1d4 ⇒ (5) + 4 + (1) = 10
Recharge Fire Snake Spell DC 8: 1d10 + 4 + 1d4 ⇒ (9) + 4 + (2) = 15 Success
Will reveal and discard mace, reveal tome, use Harsk Fire support power and he will use humanbane crossbow via slaying bolts and Reiko uses Blessing of Norgorber
Flaming Mace +1 Combat Check DC 17: 2d8 + 2 + 1d4 + 1d4 + 1d4 + 1 + 1d4 + 1 + 1d8 ⇒ (1, 2) + 2 + (1) + (1) + (4) + 1 + (4) + 1 + (3) = 20 Monster defeated
Villain 3
Type: Monster
Traits:
Plant
Poison
To Defeat:
Constitution
Fortitude
Wisdom 7
THEN Combat 17 Before you act, each other character must succeed at a Constitution, Fortitude, or Wisdom 7 check or move to a random location.
After you act, each character at this location recharges a random card, then is dealt 1 Poison damage.
Process AYA, villain defeated and scenario victory achieved!

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Development:
The bad news is that you still feel a bit weak from the creature’s poison coursing through your veins. The good news is that once you found the plant-creature thing that seemed to be the “brains” behind the fungus, you dealt with it handily. And you even found a neat little wand whose previous owner clearly wasn’t as good at fighting plant-creature things as you are. In the great scheme of things, that isn’t a bad balance. You make your way back to the main cavern without further diff iculty. Maybe your luck really has finally turned for the better. Time to put some space behind you and this place, you think. You head toward a large building furthest from the point where you originally entered the cavern yesterday. (Was it really only a day ago?) Now that luck is on your side, nothing could go wrong!

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2-4: Wrathworks' Churning Heart
From the moment you set foot on Rivenrake Island, you’ve bravely battled the evils that infest Xin-Bakrakhan, the hometown of the infamous Runelord of Wrath. Despite your triumphs—and your close calls—you can’t help but feel the itch of unfulf illed anticipation pull at you. Slaying dangerous cultists and roving beasts is all well and good, but you know there’s something more lurking deep within the mountain. It’s something sinister; something ancient. And it calls to you.As you meander down the mountain’s narrow tunnels, a sight gets your blood churning: an enormous stone facade. Partially concealed with rotten wooden boards is a halfway-open portcullis leading to dark halls beyond. Atop it is a carving you recognize: the ancient Thassilonian symbol of Envy! You scramble to rip away the mealy wood, and you see that moss has bloomed into a complex carving below the portcullis’s sigil. Its runes spell out a simple phrase: The Wrathworks. Your brow wrinkles in confusion. What is this place? And why is it marked with the symbol of one of Alaznist’s enemies: Belimarius, Runelord of Envy? From all accounts, Belimarius was just as much a rival to the Runelord of Wrath as Alaznist’s other counterparts. Were the two runelords secret allies?You snort at the thought. From what you know of Alaznist, she’d have sooner ceded her throne to an apprentice than allied with another Thassilonian ruler. Instead, perhaps she dedicated this facility to determining the Runelord of Envy’s capabilities. Perhaps its existence is evidence of a potential war that Alaznist had carefully planned, but that Earthfall inevitably stopped?There’s only one way to f ind out! The space between the creaky portcullis and the f loor is just large enough to squeeze through. When you poke your head through it, you see only an inky void beyond. The air smells foul, stale, and foreboding, but a great covetous wave overcomes you as you imagine the treasures that must be inside—treasures that you deserve. Before you can think better of it, you crouch inside the lightless void, consequences be cursed. The Runelord of Wrath’s riches shall be yours!
2-4A: Stone Mages' Spite
Thunk! A split second after you duck inside the Wrathworks’ looming portcullis, the full weight of its stony bulk crashes to the ground behind you. The thudding in your chest nearly drowns out your thoughts. That thing almost decorated the floor with your brains! Was it a long-dormant trap you triggered? Or just poor timing on your part? The answer is moot: either way, you’re now stuck in these dark, claustrophobic halls.But they don’t stay lightless for long. With a sinister swoosh, green flames leap from braziers along the chamber’s damp, mossy walls. This place is much larger than you thought—and it’s far from empty. Every few yards the flagstones give rise to wide steps, creating platforms on which strange, humanoid statues of granite stand in various spellcasting poses. The figures are arranged in dueling pairs, with each wielding jeweled staffs, glittering rods, or knotted scepters. Their chiseled faces are locked in the throes of arcane battle. Mouth covetously dry, you stare at the magnificent items and take a step forward. Those glorious treasures are absolutely wasted down here!A thunderous huffing sound barrels toward you, and you realize that the treasure has nearly distracted you from the chamber’s real danger. On the highest platform stands a hideous, block-headed giant, its sickly gray flesh bearing horrific scars that approximate the Thassilonian symbol of wrath.The giant’s booming voice fills the hall, and magical energy courses through stone hands lifted in rage. “For generations I have awaited my mistress’s return. You are not her! Slaves, protect your runelord!”To your horror, at the giant’s command, the statues’ expressions shift from agonized to murderous. Their joints screeching as they raise their magic weapons, they march to obey.

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During This Adventure:
During This Scenario: The difficulty of checks to acquire is increased by 2.
Additional Rules:
Villain 4
Type: Monster
Traits: Giant Transmuter
To Defeat: Combat 20 THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand. If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled. Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Henchman 4
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 0, Meliski/Zalarian
Monsters
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 4
Traits:
Harpy
To Defeat:
Combat 14 Before the encounter, each character attempts a Wisdom 8 check; characters who fail may not play weapons or spells in this enounter and, if at another location, must move to this location.
Monster 1
Traits:
Elite
Undead
To Defeat:
Combat 10 The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9 If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Barriers
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Barrier 4
Traits:
Arcane
Lock
Magic
To Defeat:
Intelligence
Arcane 13
OR Combat 26 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Weapons
Weapon 1
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon B
Traits:
Axe
Magic
Ranged
Slashing To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Weapon B
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 with the Electricity trait to a combat check at another location.
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell 2
Traits:
Arcane
Attack
Magic
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Elite
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Armors
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Item 4
Traits:
Magic
Object To Acquire:
Wisdom
Survival 5 Discard this card to add 2 to your check.
If you would fail a check by 2, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Item B
Traits:
Accessory
Elite
Magic To Acquire:
Constitution
Fortitude 5 Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.
Allies
Ally 4
Traits:
Dragon To Acquire:
Charisma
Diplomacy
Arcane
Divine 12 Recharge this card to add 5 with the Fire trait to a combat check. Then, roll 1d12. On a 1, banish this card and each character at your location takes 1d4 Fire damage.
If you do not acquire this card, each character at your location takes 1d4 Fire damage.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 4
Traits:
Automaton To Acquire:
Intelligence
Knowledge 11 Recharge this card to add 2d8 to your Intelligence or Knowledge check.
Recharge this card to succeed at your check to acquire a spell.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Top of Blessing Discard Pile:
Traits: To Acquire:
Blessings Remaining: 0
[b]Blessings Deck
Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Location #3: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None
Location #4: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Location #5: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None

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Meliski - 2-4A: Stone Mage's Spite
Loot
2-3D: Replace Ivory Dice with Wand of Enervation
Starting Location
Giant Lair
Starting Hand - Choosing Item as favored card
Hand: s1Cure, Wand of Enervation, 2 BoAbadar, ar1Helm of Telepathy, s3Life Drain, i2Wand of Flying
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
2 BoAbadar, s1Cure
Recharged:
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3[/ooc]
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ooc][ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.

Reiko the Ninja |

Not ready for starting hand, but Reiko was born to start at the courtyard.

Seelah - notshown |

Seelah - 2-4A: Stone Mage's Spite
Loot
2-2E: Replace Cat-o'-Nine-Tails with Impaler of Thorns
Starting Location
Giant Lair
Starting Hand
Favored Card: Weapon
Hand: Blessing of Angradd, Tripartite Spear +2, Grappler's Mask, Scribe, Knight's Pennon, Katana +1
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Knight's Pennon will be displayed when the first monster is encountered. If I have Scribe in my hand, I'll display it to add an additional +1.
Blessing of Angradd
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Cold Iron Mace +1 Dwarven Earthbreaker +1 Shock Glaive +1 Cure Dwarven Plate Four-Mirror Armor Kabuto Helmet Helm of the Valkyrie Hatchet Bird Surgeon Surgeon Blessing of Iomedae Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:

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Harsk - 2-4A: Stone Mages' Spite
Loot -
None
Starting Location -
Location #3: Warrens
Starting Hand -
Hand: Humanbane Crossbow +2, Returning Throwing Axe +1 (2), Arquebus, Blessing of Tsukiyo, Venomous Hand Crossbow +1, Cure, Archer's Bracers
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of TsukiyoSideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.

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During This Adventure:
During This Scenario: The difficulty of checks to acquire is increased by 2.
Additional Rules:
Villain 4
Type: Monster
Traits: Giant Transmuter
To Defeat: Combat 20 THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand. If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled. Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Henchman 4
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 1, Reiko/eddiephlash
Monsters
Monster 3
Traits:
Ghost
Incorporeal
Nymph
Undead
To Defeat:
Combat 14
OR Diplomacy 10 Myriana is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, Myriana is undefeated.
If undefeated, after the encounter, reset your hand and end your turn.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Barriers
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Weapons
Weapon 4
Traits:
2-Handed
Axe
Magic
Melee
Slashing To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 2d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon B
Traits:
2-Handed
Bow
Elite
Piercing
Ranged To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.
Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee To Acquire:
Strength
Melee 13 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+3; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 3
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 2d4 with the Fire trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Attack
Electricity
Magic To Acquire:
Intelligence
Arcane 8 For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Acid
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Armors
Armor 3
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 6 Recharge this card to reduce Combat damage dealt to you by 4.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Items
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Item B
Traits:
Divine
Magic
Object To Acquire:
Wisdom
Divine 10 Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 3
Traits:
Accessory
Magic To Acquire:
Charisma 5 Reveal this card to add 1 to your Charisma ckeck.
You may play another item on this check.
Item B
Traits:
Object To Acquire:
Wisdom
Perception 4 Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Allies
Ally 1
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
Discard this card to explore your location. If you encounter a boon, banish it.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally 4
Traits:
Giant
Sorcerer To Acquire:
Charisma
Diplomacy 9 Banish this card to examine the top 3 cards of a location deck.
Banish this card to move to another location and explore it.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Blessings
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Torag To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Meliski/Zalarian, Seelah/notshown, None
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Location #3: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Harsk/TheGreatNateO, None
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Item 4
Traits:
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength
Melee 6 For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Location #4: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Monster 4
Traits:
Giant
To Defeat:
Combat 15 Damage dealt by the Hill Giant is dealt to each character at this location.
Monster 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Weapon P
Traits:
2-Handed
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1. If you are proficient with weapons, the difficulty of the check is increased by 4.
If you fail a combat check using this weapon, you may discaard this card to ignore the result and reroll the dice. You must take the second result.
"Trip the horse, watch him drop,
As he whinnies, chop, chop, chop!
Don't stop there, 'cause horse is big;
When it croaks, dance goblin jig!" - Goblin festival song
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Location #5: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24 Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

Reiko the Ninja |

Starting hand:
Hand: Bo Urgathoa, Embalming Fluid, Bo Abadar, Chain Vortex, Materialize, Snakeskin Tunic
Displayed:
Deck: 13 Discard: 0 Buried: 0
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Reiko the Ninja |

Hour is Irori. Explore top card at Courtyard: Hill Giant. Reveal Fluid and Tunic for BYA Acro check.
Acro 10: 1d10 + 5 + 1d8 + 1 + 1 ⇒ (9) + 5 + (6) + 1 + 1 = 22 Success.
Cast Chain Vortex. Reveal Embalming Fluid for poison power, and Tunic.
Combat 15: 1d10 + 5 + 2d6 + 1d8 + 1 + 1 ⇒ (7) + 5 + (5, 3) + (5) + 1 + 1 = 27 Defeated!
Discard Bo Abadar to explore card 2: Goblin Pyro. Same situation for BYA.
Acro 10: 1d10 + 5 + 1d8 + 1 + 1 ⇒ (6) + 5 + (8) + 1 + 1 = 21 Success.
Reveal poison card: Fluid and Reveal fluid for its own power to add 2.
Combat 8: 1d6 + 1d8 + 1 + 2 ⇒ (2) + (1) + 1 + 2 = 6 Defeated!
Aya, take 1 fire damage, discarding Materialize.
AYA discard top of deck due to fluid: Galvanic Chakram + 1
End turn. Reset hand, drawing 3
Hand: Bo Urgathoa, Embalming Fluid, Snakeskin Tunic, Double Chicken Saber + 1, Wayfinder, Bo Norgorber,
Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Feel free to use blessings. Norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to Fort/Undead checks.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Reiko the Ninja |

I actually didn't defeat the Gobbo, and took 2 combat damage. Would have buried tunic. Would have then drawn an extra card at the end of turn.
Updated hand:
Hand: Bo Urgathoa, Embalming Fluid, Double Chicken Saber + 1, Wayfinder, Bo Norgorber, Stormrune Knife,
Displayed:
Deck: 7 Discard: 4 Buried: 1
Notes: Feel free to use blessings. Norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to Fort/Undead checks.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

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Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 2 - Top of Blessings Discards Deck: Blessing of Shelyn
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 1 - Archer (Ally B)
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
I will used my Ranged Skill to Acquire, Scenario Effect +2 to Acquire
Acquire Archer - Ranged DC 10: 1d10 + 6 ⇒ (6) + 6 = 12 - Acquired
I will discard zArcher to Explore Warrens Card 2 - Mirror Image (Spell B)
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
I will auto fail to Acquire Mirror Image
I will end my turn and use my power to Examine Warrens Card 3 - Magic Spyglass (Item 4)
Hand is at 7 will not reset
Hand: Humanbane Crossbow +2, Returning Throwing Axe +1 (2), Arquebus, Blessing of Tsukiyo, Venomous Hand Crossbow +1, Cure, Archer's Bracers
Displayed:
Deck: 14 Discard: 1 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:
Blessing of TsukiyoSideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Apothecary 1-10 remain
Meliski, Seelah - Giant Lair 1-10 remain
Harsk - Warrens 3-10 remain // 3=Magic Spyglass (I-4)
Reiko - Courtyard 3-10 remain
Thassilonian Library 1-10 remain
Prison 1-10 remain

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 3 - Card 2: Blessing of the Gods
At the start of my turn, I examine the top card of my location deck:
Giant Lair Card 1: Mercenary (Monster B)
Give Card: None
Move: Stay at Giant Lair
Explore: Giant Lair Card 1: Mercenary (Monster B)
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Mercenary Combat 10+4= 14
Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2
Pennon + Scribe +2
Combat 14: 1d10 + 4 + 1d8 + 2 + 2 ⇒ (3) + 4 + (4) + 2 + 2 = 15 Victory!
I end my turn and reset my hand.
Hand: Blessing of Angradd, Tripartite Spear +2, Grappler's Mask, Scribe, Katana +1, Cold Iron Mace +1
Displayed: Knight's Pennon
Deck: 13 Discard: 0 Buried: 0
Notes: Knight's Pennon is displayed! Scribe is in my hand for an additional +1.
Blessing of Angradd
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Dwarven Earthbreaker +1 Shock Glaive +1 Cure Dwarven Plate Four-Mirror Armor Kabuto Helmet Helm of the Valkyrie Hatchet Bird Surgeon Blessing of the Samurai Blessing of the Samurai Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Apothecary 1-10 remain
Meliski, Seelah - Giant Lair 2-10 remain
Harsk - Warrens 3-10 remain // 3=Magic Spyglass (I-4)
Reiko - Courtyard 3-10 remain
Thassilonian Library 1-10 remain

Reiko the Ninja |

Due to the combat +2 from Seelah, Reiko would have actually succeeded against the gobbo. Snakeskin Tunic is back in hand.
Hand: Bo Urgathoa, Embalming Fluid, Double Chicken Saber + 1, Wayfinder, Bo Norgorber, Snakeskin Tunic,
Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Feel free to use blessings. Norgorber adds 2 dice to acquisition checks, urgathoa adds 2 dice to Fort/Undead checks.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

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Meliski looks around at all the giant sized items and furniture here
"Seelah, ya ever hear about a man that passed himself as a baby and nursed off a female giant for years? Queer folks out there ya know."
Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 4 - Blessings Deck Card 3 / Blessing of Abadar
SOT: None
Give Card: None
Move: Giant Lair -> Warrens
Explore: Warrens Card 3: Magic Spyglass
Arcane Check DC 8+2=10: 1d10 + 4 ⇒ (4) + 4 = 8 Not Quite
Will recharge/shuffle Helm of Telepathy to reroll a die for a check
Arcane Check DC 8+2=10: 1d10 + 4 ⇒ (9) + 4 = 13 Success
Item 4
Traits:
Magic
Object To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Reveal this card to add 1 die to any Perception check.
Discard this card to examine the top 3 cards of your location deck and put them back in any order.
Will bury wand of fly to examine 2 locations and optionally may move a character at current location to different location
Thassilonian Library Card 1: Blessing of Norgorber Blessing 3
Giant Lair Card 2: Stone Golem Henchman 4
Move character Meliski to location Thassilonian Library
Recharge Wand of Flying DC 12: 1d10 + 4 ⇒ (7) + 4 = 11 Wand is not recharged
Will recharge BoAbadar to explore
Explore: Thassilonian Library Card 1: Blessing of Norgorber Blessing 3
Divine Check DC 5+2=7: 1d10 + 4 ⇒ (10) + 4 = 14 Success
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Will then discard magic spyglass to examine and organize as follows:
Thassilonian Library Card 3: Siren
Thassilonian Library Card 2: Consecration Spell 2
Thassilonian Library Card 4: Consecration Spell 2
"Seelah might be the best one to mess with ya being a siren and all..Or I can just go around..or use this book and talk to an old seasoned sailor..Ah've got choices."
EOT: End Turn and Reset hand
Hand: s1Cure, Wand of Enervation, BoNorgorber, s3Life Drain, Byzantine Lexicon, Old Salt
Displayed:
Deck: 16 Discard: 0 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
BoNorgorber, Wand of Enervation, s1Cure, Byzantine Lexicon
Recharged: ar1Helm of Telepathy, 2 BoAbadar
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Apothecary 1-10 remain
Seelah - Giant Lair 2-10 remain // 2=Stone Golem(H4)
Harsk - Warrens 4-10 remain
Reiko - Courtyard 3-10 remain
Meliski - Thassilonian Library 3,2,4-10 remain // 2=Consecration(Sp2), 3=Siren (MB), 4=Consecration(Sp2),
Prison 1-10 remain

Reiko the Ninja |

The hour is Erastil. Reiko continues scouting the courtyard.
Turn 5. Explore card 3: Half-Plate.
Con 4 + 2 = 6: 1d6 ⇒ 3 Failed
Discard Wayfinder to examine top card: Bunyip. Shuffle location then explore random card: 1d7 + 3 ⇒ (5) + 3 = 8 War Razor +1.
Str 9 + 2 = 11: 1d6 ⇒ 5 Auto fail
Discard Bo Norgorber to explore random card: 1d7 + 3 ⇒ (4) + 3 = 7 Horsechopper +1.
Str 9 + 2 = 11: 1d6 ⇒ 4 Auto fail
End turn. Reset hand, drawing 2
Hand: Bo Urgathoa, Embalming Fluid, Double Chicken Saber + 1, Snakeskin Tunic, Bo Horus, Stormrune Knife,
Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Feel free to use blessings. Horus adds 2 dice to dex non-combat or electric checks, urgathoa adds 2 dice to Fort/Undead checks.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]

Reiko the Ninja |

Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Apothecary 1-10 remain
Seelah - Giant Lair 2-10 remain // 2=Stone Golem(H4)
Harsk - Warrens 4-10 remain
Reiko - Courtyard Shuffled: 4, 5, 6, 9, 10, remain // 4=Bunyip
Meliski - Thassilonian Library 3,2,4-10 remain // 2=Consecration(Sp2), 3=Siren (MB), 4=Consecration(Sp2),
Prison 1-10 remain

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During This Adventure:
During This Scenario: The difficulty of checks to acquire is increased by 2.
Additional Rules:
Villain 4
Type: Monster
Traits: Giant Transmuter
To Defeat: Combat 20 THEN Combat 24
Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand. If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled. Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Henchman 4
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits. Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait. If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 6, Harsk/TheGreatNateO
Monsters
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster 3
Traits:
Giant
Ogrekin
To Defeat:
Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 1.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 2
Traits:
Elite
Swarm
Undead
To Defeat:
Combat 12
OR Divine 8 The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Barriers
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier P
Traits:
Animal
Elite
Obstacle
To Defeat:
Wisdom
Survival 9
OR Combat 18 If defeated, draw 1d4 random items from the box, choose 1 to add to your hand, then banish the rest.
If undefeated, you are dealt 1 combat damage; choose another character at your location to draw a card.
"Piggy, piggy, piggy, pig!
Hard to ride when they get big!
So catch yourself a piggy pup,
And ride him till the sun comes up!" - Goblin lullaby
Barrier B
Traits:
Elite
Lock
To Defeat:
Dexterity
Disable 8
OR Strength
Melee 16 If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Weapons
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
2-Handed
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Weapon 3
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged + 1d4+2; you may additionally recharge this card to add another 1d12 with the Poison trait.
When playing another weapon, you may discard this card to add 1d4+2 with the Poison trait to the combat check.
Weapon 3
Traits:
Magic
Melee
Slashing
Sword To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+2; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits:
Arcane
Attack
Cold
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell P
Traits:
Arcane
Attack
Divine
Fire
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 For your combat check, discard this card to roll your Arcane or Divine die + 1d12 with the Fire trait.
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine Skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
"Peppered oiil, up the nose,
In with all the snot it goes.
When you s ee a horse's knees,
Roast them right with burning sneeze!" - Goblin Wizarding song
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Armors
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Item 3
Traits:
Accessory
Magic To Acquire:
Dexterity 5 Reveal this card to add 1 to your Dexterity check. You may play another item on this check.
Item P
Traits:
Accessory
Magic To Acquire:
Charisma
Diplomacy 8 Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
"Biggest, baddest, meanest, best!~Crunched more birds than all the rest!~Eat them up, get all fat,~You the chif, now wear the hat!" - Goblin coronation song.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 1
Traits:
Alchemical
Elite
Liquid To Acquire:
Intelligence
Craft 6 Banish this card and choose a character at your location to succeed at a Survival check.
Allies
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 3
Traits:
Animal To Acquire:
Wisdom
Survival 9 Discard this card to succeed at your check to acquire an item or a weapon.
Discard this card to explore your location.
Ally 2
Traits:
Human
Sage To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Ally 3
Traits:
Human
Ranger To Acquire:
Wisdom
Survival
Charisma
Diplomacy 7 Recharge this card to add 1d6+1 to your Perception, Dexterity or Ranged check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 24
Blessings Deck
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
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.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Shelyn
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Zarongel
Blessing P
Traits:
Divine
Zarongel To Acquire:
Constitution
Fortitude 6
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check with the Fire trait, or to a check to defeat or acquire a card with the animal trait.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Norgorber
Blessing 3
Traits:
Divine
Norgorber To Acquire:
Bury any card
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to acquire a boon.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Calistria
Blessing B
Traits:
Divine
Calistria To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Sarenrae
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Apothecary
At This Location: If you did not explore this turn, after you reset your hand, you may shuffle the top 1d6 cards from your discard pile into your deck.
When Closing: Succeed at an Intelligence or Craft 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 3 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Weapon 4
Traits:
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4, or 3d4 against a bane with the Giant trait.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spell B
Traits:
Attack
Divine
Elite
Magic To Acquire:
Wisdom
Divine 8 For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Monster B
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
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.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 3
Traits:
Divine
Healing
Magic To Acquire:
Wisdom
Divine 8 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck, then discard this card.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 10 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Location #2: Giant Lair
At This Location: The difficulty to defeat monsters with the Giant trait is increased by 2.
When Closing: Succeed at a Strength or Melee 10 check.
When Permanently Closed: For the rest of the scenario, the difficulty to defeat monsters with the Giant trait at any location is decreased by 2.
M: 3 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Seelah/notshown, None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Barrier 3
Traits:
Cache
Lock
To Defeat:
Dexterity
Disable 12 If defeated, add 1d4+1 random weapons with the Ranged trait from the box to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Weapon 3
Traits:
2-Handed
Bow
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 11 For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1; you may additionally discard this card to add another 1d6 with the Cold trait. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 with the Cold trait to a combat check at another location.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Location #3: Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Meliski/Zalarian, Harsk/TheGreatNateO, None
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 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 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally 3
Traits:
Human
Ranger To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to another character's combat check, or 2d4 to another character's combat check against a monster with the Giant trait.
Discard this card to explore your location.
Weapon B
Traits:
Bludgeoning
Elite
Hammer
Melee To Acquire:
Strength
Melee 6 For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Barrier B
Traits:
Cache
Elite
Magic
To Defeat:
Intelligence
Arcane 10 If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Location #4: Courtyard
At This Location: Before your combat check, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity or Acrobatics 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/eddiephlash, None
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Item B
Traits:
Alchemical
Healing
Liquid To Acquire:
Intelligence
Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Location #5: Thassilonian Library
At This Location: If you acquire a spell, reset your hand and end your turn.
When Closing: Banish a spell.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell 2
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 8 Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Monster 4
Traits:
Animal
To Defeat:
Combat 16 If undefeated, instead of the normal damage, the Mammoth deals 1d4 Combat damage to each character at this location.
Villain 4
Type: Monster
Traits:
Giant
Transmuter
To Defeat:
Combat 20
THEN Combat 24 Before the encounter, attempt a Constitution or Fortitude 8 check. If you succeed, bury 1 card from your hand; if you fail, bury 1d6 cards from your hand and reset your hand.
If your check to defeat Mokmurian has the Fire trait, subtract 1 from each die rolled.
Damage dealt by Mokmurian is dealt to each character at this location, and may not be reduced.
Spell 2
Traits:
Arcane
Attack
Elite
Magic To Acquire:
Intelligence
Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #6: Prison
At This Location: You may attempt a Dexterity or Disable 8 check in place of the usual check to acquire a boon.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may shuffle an ally from your discard pile back into your deck.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 2
Located/Displayed Here: None
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable 12 If defeated, you may draw 1 random weapon, item, armor or spell (your choice) from the box and add it to your hand.
If undefeated you are dealt 1d4 Combat damage; discard 1 card from the top of your deck.
Monster P
Traits:
Aberration
Aquatic
Goblin
Veteran
To Defeat:
Combat 12 The Grindylow may not be evaded.
The difficulty to defeat the Grindylow is increased by the adventure deck n umber of the current scenario, if any.
"Yummy squid! Salty! Tough!~Tasty 'cause they fight so rough. ~But if squid have goblin grin, ~Run like hell, he ain't your kin!" - Goblin beachcombing song
Henchman 4
Type: Monster
Traits:
Construct
Golem
To Defeat:
Combat 20 The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Ghoul
Undead
To Defeat:
Combat 11 The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Barrier 3
Traits:
Trap
To Defeat:
Dexterity
Disable
Wisdom
Perception 12 If undefeated, you are dealt 1d4 Combat damage; each other character at this location is dealt 1 Combat damage.
Armor 4
Traits:
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Item 3
Traits:
Arcane
Attack
Magic
Wand
Fire
Ranged To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

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Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 6 - Top of Blessings Discards Deck: Blessing of the Gods
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 1 - Cave Bear (Monster 4)
Location effect Random Monster is placed on the top of another Random open location
Random Monster Location: 1d5 ⇒ 5 - Prison has Random Monster #1 on top
Monster 4
Traits:
Animal
To Defeat:
Combat 16 Damage dealt by the Cave Bear is increased by 1d4-1.
For combat I will use my Ranged skill (d10+6) and Reveal: Returning Throwing Axe +1 (2) (d8+1) and Recharge it (1d6). Also Reveal Archer's Bracers (+2)
Cave Bear - Combat DC 16: 1d10 + 1d8 + 1d6 + 9 ⇒ (3) + (6) + (4) + 9 = 22 - Success
I will Discard: Blessing of Tsukiyo to Explore Warrens Card 2 - Donkey Rats (Monster 3)
Location effect Random Monster is placed on the top of another Random open location
Random Monster Location: 1d5 ⇒ 2 - Giant Lair has Random Monster #2 on top
Monster 3
Traits:
Animal
Elite
To Defeat:
Combat 11 After the encounter, roll 1d6. On a 1, a character of your choice at this location summons and encounters a Graul Ogrekin henchman.
If undefeated, damage dealt by the Donkey Rats is reduced to 1.
For combat I will use my Ranged skill (d10+6) and Reveal: Humanbane Crossbow +2 (d10+2) and Reveal: Archer's Bracers (+2)
I will Auto Succeed at Combat DC 11
After Encounter Effect: 1d6 ⇒ 1 - Summons and Encounter a Graul Ogrekin henchman
Henchman 4
Type: Monster
Traits: Giant Ogrekin
To Defeat: Combat 13 When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 2.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
If defeated, you may immediately attempt to close this location.
Graul Ogrekin Encounter Effect: 1d4 ⇒ 3 - The Ogrekin may not be evaded.
For combat I will use my Ranged skill (d10+6) and Reveal: Humanbane Crossbow +2 (d10+2) and Reveal: Archer's Bracers (+2)
Graul Ogrekin - Combat DC 13: 2d10 + 10 ⇒ (1, 3) + 10 = 14 - Success
I will end my turn and use my power to Examine: Warrens Card 3 - Heavy Pick +1 (Weapon 2), I will reset my hand to 7
Hand: Humanbane Crossbow +2, Slaying Bolts, Arquebus, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Cure, Archer's Bracers
Displayed:
Deck: 13 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Additional Info 1: Random Monster Card #1 is on top of Prison and Random Monster Card #2 is at the top of Giant Lair
Apothecary 1-10 remain
Seelah - Giant Lair 1-10 remain // 1=Random Monster #2, 2=Stone Golem(H4)
Harsk - Warrens 3-7 remain // 3=Heavy Pick +1 (W2)
Reiko - Courtyard 1-5 remain // ?=Bunyip
Meliski - Thassilonian Library 1-9 remain // 2=Consecration(Sp2), 1=Siren (MB), 3=Consecration(Sp2),
Prison 1-11 remain // 1=Random Monster #1

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Out of turn update -
At the start of Seelah turn I will Display: Slaying Bolts
Hand: Humanbane Crossbow +2, Arquebus, Tooled Crocodile Skin, Venomous Hand Crossbow +1, Cure, Archer's Bracers
Displayed: Slaying Bolts
Deck: 13 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;

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Status Link
Most Recent BR Refresh
Current Blessing = Blessings Deck Card X where X = Current Turn - BR Refresh Turn (1)
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison and Random Monster Card #2 is at the top of Giant Lair
Apothecary 1-10 remain
Seelah - Giant Lair 11,1-10 remain // 11=Random Monster #2, 1=Stone Golem(H4)
Harsk - Warrens 3-7 remain // 3=Heavy Pick +1 (W2)
Reiko - Courtyard 1-5 remain // ?=Bunyip
Meliski - Thassilonian Library 1-9 remain // 2=Consecration(Sp2), 1=Siren (MB), 3=Consecration(Sp2),
Prison 11,1-10 remain // 11=Random Monster #1

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 7 - Blessing Card 1: Blessing of the Gods
Seelah turns to respond to Meliski's comment with a clever witticism, but the dwarf is already gone.
At the start of my turn, I examine the top card of my location deck:
Random Monster Card 2: Sneak (Monster B)
Give Card: None
Move: Stay at Giant Lair
Explore: Random Monster Card 2
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Wisdom 8: 1d8 + 2 ⇒ (6) + 2 = 8 I keep my cards.
Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2
Pennon + Scribe +2
If any d8 rolled on this check is a 3, count it as 8.
Combat 13: 1d10 + 4 + 1d8 + 2 + 2 ⇒ (2) + 4 + (4) + 2 + 2 = 14 Victory!
I discard Scribe to explore: Giant Lair Card 1: Stone Golem (Henchman 4).
Type: Monster
Traits: Construct Golem
To Defeat: Combat 20
The Stone Golem is immune to the Mental and Poison traits.
Before you act, succeed at an Arcane or Divine 13 check or you may not play spells that have the Attack trait.
If defeated, the Stone Golem deals 1d4 Combat damage to each character at this location.
If defeated, you may immediately attempt to close the location this henchman came from.
I have no spells, so no BYA roll needed.
Meliski uses Wand of Evervation to reduce the combat difficulty by 1d4 + 4 ⇒ (3) + 4 = 7.
Melee: Strength 1d10+4
Tripartite Spear +2 1d8+2
Recharge Harsk's *card of choice* 1d4+1
Pennon +1
If any d8 rolled on this check is a 3, count it as 8.
Combat 13: 1d10 + 4 + 1d8 + 2 + 1d4 + 1 + 1 ⇒ (9) + 4 + (2) + 2 + (2) + 1 + 1 = 21 Victory! but... the Golem falls on Seelah, causing 1d4 ⇒ 3 damage.
I discard Gappler's Mask, Katana +1, and Cold Iron Mace +1, then I attempt to close the location using Blessig of Angradd.
Melee 10: 2d10 + 4 ⇒ (4, 7) + 4 = 15 Success!
I end my turn and reset my hand.
Hand: Tripartite Spear +2, Kabuto Helmet, Shock Glaive +1, Blessing of the Samurai, Helm of the Valkyrie, Dwarven Earthbreaker +1
Displayed: Knight's Pennon
Deck: 9 Discard: 4 Buried: 0
Notes: Knight's Pennon is displayed! Scribe is in my hand for an additional +1.
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Cure Dwarven Plate Four-Mirror Armor Hatchet Bird Surgeon Blessing of Iomedae Blessing of Angradd Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison and Random Monster Card #2 is at the top of Giant Lair
Apothecary 1-10 remain
Seelah - Giant Lair CLOSED
Harsk - Warrens 3-7 remain // 3=Heavy Pick +1 (W2)
Reiko - Courtyard 1-5 remain // ?=Bunyip
Meliski - Thassilonian Library 1-9 remain // 2=Consecration(Sp2), 1=Siren (MB), 3=Consecration(Sp2),
Prison 11,1-10 remain // 11=Random Monster #1

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Out of Turn Updates: Used wand of enervation on Seelah's turn
Arcane Check DC 8 to recharge wand: 1d10 + 4 ⇒ (8) + 4 = 12 Wand is recharged
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 8 - Blessings Deck Card 2 / Blessing of Erastil
SOT: None
Give Card: None
Move: Stay at Thassilonian Library
Explore bottom card using Power: Thassilonian Library Card 9: Acolyte
Arcane Check DC 6+2=8: 1d10 + 4 ⇒ (5) + 4 = 9 Success
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Will discard Blessing of Norgorber to explore again.
Explore: Thassilonian Library Card 1 (Siren) Will recharge Old salt for check
Wisdom Check DC 8: 1d6 + 4 ⇒ (6) + 4 = 10 Success
Monster B
Traits:
Elite
Siren
To Defeat:
Wisdom 8 All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
EOT: End Turn and Reset hand revealing lexicon
Hand: s1Cure, s3Life Drain, Acolyte, Byzantine Lexicon, 1 BoAbadar, BoThoth, al1Bound Lantern Archon
Displayed:
Deck: 15 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Recharged: ar1Helm of Telepathy, 2 BoAbadar, Wand of Enervation, Old Salt
Discard Pile:
Buried Pile:
Status Link
Strength d8 [X] +1 [ ] +2
Dexterity d6 +1 [ ] +2 [ ] +3
- Disable: Dexterity +2
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d10 [x] +1 [x] +2 [x] +3
- Arcane: Charisma +1
- Diplomacy: Charisma +1
- Divine: Charisma +1
Favored Card: Your Choice
Role Card: Brawler
Hand Size: 5 [x] 6 [ ]7 [ ]8
Proficient With: Light Armors
Card List (Starting/Current/Max): W 0/0/1,Sp 4/6/6, Ar 1/1/2 I 3/4/5 Al 3/4/5 Bl 4/6/6 = 21
POWERS:
"When a character at your location would fail a check, you may recharge a card([x] or shuffle
it into your deck) to allow her to reroll 1 die ([ ] or 2 dice). She must take the second result."
"On your first exploration each turn, you may encounter the bottom card of your location
deck instead of the top card. ([x] Then you may shuffle the location deck.)"
[ ] You may play 2 blessings on your combat check ([ ] and recharge them instead of discarding them).
[X] For your combat check, you may use your Strength skill + 1d6 ([ ]+1) ([ ]+2) and add the Melee trait; you may not play a weapon on the check.
[ ] When you succeed at a combat check to defeat a monster, recharge a random card from your discard pile.
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): 2 total uses remaining due to additional requirements fulfilled. After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.

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On Reiko's turn right after blessing is flipped using Acolyte for recharge
Will bury Bound Lantern Archon to examine top 3 cards of deck, draw 1, and put other 2 in desired order.
Draw into Hand - Magic Spyglass
Put al2Cleric of Nethysonto top of deck
Put b1Blessing of Nethys below top card of deck
Recharge Bound Lantern Archon DC 10: 1d10 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9 Not Quite
Will recharge Cure to reroll a die for a check
Recharge Bound Lantern Archon DC 10: 1d10 + 8 ⇒ (10) + 8 = 18 Success
"Ah talked with a gnome who indicated yer a good fighter...ya too wee ta fight...Och! I didna think ya could even fight!"
Hand: s3Life Drain, Magic Spyglass, Byzantine Lexicon, 1 BoAbadar, BoThoth
Displayed:
Deck: 17 Discard: 1 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Recharged: ar1Helm of Telepathy, 2 BoAbadar, Wand of Enervation, Old Salt, Acolyte, s1Cure, al1Bound Lantern Archon
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Notes for Harsk: Recharge card for Seelah fire support
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison
Apothecary 1-10 remain
Seelah - Giant Lair CLOSED
Harsk - Warrens 3-7 remain // 3=Heavy Pick +1 (W2)
Reiko - Courtyard 1-5 remain // ?=Bunyip
Meliski - Thassilonian Library 2-8 remain // 2=Consecration(Sp2), 3=Consecration(Sp2),
Prison 11,1-10 remain // 11=Random Monster #1

Reiko the Ninja |

The hour is Sarenrae, and Reiko continues exploreing the courtyard.
Explore card 1: Stone Golem. Location BYA, reveal fluid.
Acro 8: 1d10 + 5 + 1d8 + 1 ⇒ (10) + 5 + (3) + 1 = 19 Auto Success!
Reveal and recharge stormrune knife, revealing saber as an additional weapon. Also reveal tunic for +1. Discard bo Horus.
Combat 20: 1d10 + 4 + 1d4 + 2 + 2d4 + 1 + 1d10 ⇒ (4) + 4 + (2) + 2 + (2, 3) + 1 + (7) = 25 Success!
Combat damage: 1d4 ⇒ 2Reveal tunic, and discard Bo Urgathoa.
Attempt to close, reveal fluid.
Acro 10: 1d10 + 5 + 1d8 + 1 ⇒ (6) + 5 + (3) + 1 = 15 Success!
Courtyard closed!
End turn, reset hand, drawing 3.
Hand: Embalming Fluid, Double Chicken Saber + 1, Snakeskin Tunic, Old Salt, Master Cartman, Staff of Minor Healing,
Displayed:
Deck: 4 Discard: 8 Buried: 0
Notes: Feel free to use blessings. Horus adds 2 dice to dex non-combat or electric checks, urgathoa adds 2 dice to Fort/Undead checks.
Dexterity d10 [x] +1 [x] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity + 3
Ranged: Dexterity + 2
Stealth: Dexterity + 3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [x] +1 [ ] +2 [ ] +3
Favored Card: Card that has the poison trait or weapon
Hand Size: 6
Proficient with: Light Armors, Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([x] or your Charisma skill) and the Poison trait to your combat check ([x] or your Acrobatics or Stealth check)
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)
[x] When a character at your location acquires a weapon, an armor, or an item, ([ ] or any boon), she may banish it to shuffle a random card from her discard pile into her deck.
Die Bumps: [ ], [ ], [ ]
On next turn, recharge boMH to heal random card: Bo Urgathoa.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Notes for Harsk: Recharge card for Seelah fire support
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison
Apothecary 1-10 remain
Seelah - Giant Lair CLOSED
Harsk - Warrens 3-7 remain // 3=Heavy Pick +1 (W2)
Reiko - Courtyard CLOSED
Meliski - Thassilonian Library 2-8 remain // 2=Consecration(Sp2), 3=Consecration(Sp2),
Prison 11,1-10 remain // 11=Random Monster #1

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Out of Turn Update -
I Recharged:Venomous Hand Crossbow +1 for Seelah Turn
Turn Order - Reiko, Harsk, Seelah, Meliski
Turn # 10 - Top of Blessings Discards Deck: Blessing of Irori
Give Card: None
Move: Stay at Warrens
Explore: Warrens Card 3 - Heavy Pick +1 (Weapon 2)
I will auto fail to Acquire Heavy Pick +1
I will end my turn and Examine: Warrens Card 4 - Stone Golem (Henchman 4)
I will reset my hand to 7
Hand: Humanbane Crossbow +2, Deathbane Light Crossbow +1, Arquebus, Tooled Crocodile Skin, Blessing of Cayden Cailean (1), Cure, Archer's Bracers
Displayed: Slaying Bolts
Deck: 12 Discard: 2 Buried: 0
Notes: 1 Card(s)s are available for Remote Combat support (1d4+1). Cards in order available to use with the preference of recharging over discarding if possible:Sideboard cards: Dragonbreath Shot, Navigator Musket +1;
Strength d6 [ ] +1 [ ] +2 [ ] +3
Dexterity d10 [X] +1 [X] +2 [X] +3
- Ranged: Dexterity +3
Constitution d10 [X] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
- Perception: Wisdom +1
- Survival: Wisdom +1
Charisma d4 [ ] +1
Favored Card: Weapon
Hand Size: 5 [X] 6 [X] 7
Proficient With: Light Armors, Weapons
POWERS:
When you would discard a weapon that has the Ranged trait for its power, recharge it instead.
At the ([ ] start or) end of your turn, you may examine the top ([ ] or bottom) card of your location deck.
You may recharge a card to add 1d4 [X] +1 to a combat check by a character at another location.
[ ] When you move during your move step, you may examine the top card of your new location deck ([ ] and shuffle it into that deck).
[X]When a monster deals damage to you before ([ ] or after) you act, reduce that damage to 0.
[ ] When you would put a barrier faceup on top of a location deck, you may shuffle it facesown into the deck ([ ]or put it facedown on the bottom of the deck) instead.
[ ] You gain the skill Divine: Wisdom +1
Middle {Order is not Known}: Blessing of Tsukiyo Blessing of Milani (1) Blessing of Angradd Blessing of Milani (2) Blessing of Cayden Cailean Tooled Crocodile Skin Surgeon Retriever Hatchetbird Gem of Physical Prowess Deathbane Light Crossbow +1 Venomous Hand Crossbow +1 Masterwork Tools Returning Throwing Axe +1 (1) Archer's Bracers Cure Flight Arrows Humanbane Crossbow +2
Recharged:
Discard Pile:
Buried Pile:
Society Initiate:
[X] [X] Society Agent: You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[X] Acquire an ally that lists Diplomacy in its check to acquire.
[X] Close a location on the first turn of a scenario.
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison
Additional Info 2: Knight's Pennon is Displayed +1 for combat
Apothecary 1-10 remain
Seelah - Giant Lair CLOSED
Harsk - Warrens 4-7 remain // 4=Stone Golem (H4)
Reiko - Courtyard CLOSED
Meliski - Thassilonian Library 2-8 remain // 2=Consecration(Sp2), 3=Consecration(Sp2),
Prison 11,1-10 remain // 11=Random Monster #1

Seelah - notshown |

Turn Order - Reiko, Harsk, Seelah, Meliski
Turn 11 - Blessing Card 5: Blessing of Pharasma
Give Card: None
Move: Giant Lair -> Prison
Explore: Random Monster Card 1 - Sneak
This guy again?
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Wisdom 8: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 The Sneak yanks the Tripartite Spear from Seelah's hands!
Melee: Strength 1d10+4
Dwarven Earthbreaker 2d6+1
Pennon +1
Combat 13: 1d10 + 4 + 2d6 + 1 + 1 ⇒ (10) + 4 + (1, 4) + 1 + 1 = 21 Let that be the end of your shennagins...
I end my turn and reset my hand.
Hand: Kabuto Helmet, Shock Glaive +1, Blessing of the Samurai, Helm of the Valkyrie, Dwarven Earthbreaker +1, Four-Mirror Armor
Displayed: Knight's Pennon
Deck: 8 Discard: 5 Buried: 0
Notes: Knight's Pennon is displayed! Scribe is in my hand for an additional +1.
Strength d10 [X]+1 [X] +2 [ ] +3 [ ] +4
- Melee: Strength +2
Dexterity d4 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X] +1 [X] +2 [ ] +3
- Divine: Wisdom +1
Charisma d8 [] +1 [ ] +2
- Diplomacy: Charisma +3
Favored Card: Weapon or Blessing
POWERS:
Hand Size: 5 [X] 6 [ ] 7
Proficient With: Light Armors / Heavy Armors / Weapons
"At the start of your ([X] or any) turn, you may choose another character at your location,
then discard a card. That character shuffles 2 ([ ] 3) random cards from his discard pile into
his deck. ([ ] Then you may draw a card.)"
"At the start of your turn, you may examine the top card of your location deck. If it is a
boon,([ ] encounter it or) put it on the bottom of the deck [X] and add 1d6 to your next check this turn."
[ ] When you would discard a card that has the Healing or Iomedae trait for its power, you may reveal a card
that has the Divine trait to recharge it instead of discarding it.
[X] When a character at your location attempts a check before he acts, add 2 (☐ 4).
[ ] At the start of another character's turn, you may recharge a blessing to move that character to your location.
That character may not move during his move step.
[ ] When a character at your location does not defeat a non-villain bane he encounters, you may recharge a
card to put that bane on top of your location deck.
Middle {Order is not Known}: Cure Dwarven Plate Hatchet Bird Surgeon Blessing of Iomedae Blessing of Angradd Blessing of Tsukiyo Impaler of Thorns
Recharged:
Discard Pile:
Buried Pile:
Status Link
Most Recent BR Refresh
Current Blessing Card # = current turn -6
Random Card(s) Used: M1-2
Additional Info 1: Random Monster Card #1 is on top of Prison
Additional Info 2: Knight's Pennon is Displayed +1 for combat
Apothecary 1-10 remain
Giant Lair CLOSED
Harsk - Warrens 4-7 remain // 4=Stone Golem (H4)
Reiko - Courtyard CLOSED
Meliski - Thassilonian Library 2-8 remain // 2=Consecration(Sp2), 3=Consecration(Sp2),
Seelah - Prison 1-10 remain

Seelah - notshown |

Out of turn update: At the start of Meliski's turn, I display Four-Mirror Armor.

Reiko the Ninja |

ZOMBIES!
Reveal Saber and tunic. And Pennon with my hireling adds another 2.
Combat 9: 1d10 + 5 + 1d8 + 1 + 1 + 2 ⇒ (9) + 5 + (7) + 1 + 1 + 2 = 25 Auto-kill

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Out of Turn Updates: None
Turn Order: Harsk, Seelah, Meliski, Reiko
Turn: 12 - Blessings Deck Card 6 / Blessing of the Gods
SOT: Will use PAIZO mat discard Lexicon & draw to discard cleric of Nethys
Give Card: None
Move: Stay at Thassilonian Library
Use power to explore bottom card
Explore: Thassilonian Library Card 8: Zombie Horde using Life Drain and Seelah's Pennon along with Reiko's hireling to add another +1 for pennon
Life Drain Spell Combat Check DC 9: 2d4 + 1d10 + 4 + 1 + 1 ⇒ (3, 4) + (2) + 4 + 1 + 1 = 15 Monster defeated
Recharge Life Drain DC 9: 1d10 + 4 ⇒ (9) + 4 = 13 Spell is Recharged
Random Card (BoNorgorber) is shuffled into deck
Reiko defeats hers and Harsk and Seelah auto kill theirs as well.
Barrier 2
Traits:
Elite
Skirmish
Undead
Zombie
To Defeat:
None Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Will then shuffle deck and then use Magic Spyglass
Random Library Card #1: 1d6 ⇒ 2 Thassilonian Library Card 3 (Consecration)
Random Library Card #1: 1d5 ⇒ 4 Thassilonian Library Card 6: Mokmurian Villain 4
Random Library Card #1: 1d4 ⇒ 2 Thassilonian Library Card 4: Blessing of Iomedae Blessing B
Putting cards in the following order:
Thassilonian Library Card 4: Blessing of Iomedae Blessing B
Thassilonian Library Card 6: Mokmurian Villain 4
Thassilonian Library Card 3 (Consecration)
EOT: End Turn and Reset hand
Hand: al2Cleric of Nethys, 1 BoAbadar, BoThoth, s5Fly, 2 BoAbadar, Acolyte
Displayed:
Deck: 15 Discard: 2 Buried: 1
Notes: Cards in order available to use for my power and/or its ability with the preference of recharging over discarding if possible. Reminder: Can provide rerolls at location.
Recharged:
Discard Pile:
Buried Pile: