
Ezren Z. |

Upgrade Preferences:
Item 5: 1d1000 ⇒ 609
Spend hero point on Card Feat #6 (Item) and fill new Item slot with Samisen of Oracular Vision. Now have 3 hero points remaining (spent one during this past scenario).

Raz the Noble |

Second xp at tier 6. Spend hero point on Power feat, increasing my paladin power to 1d6+2. 4 hp still available.
No Upgrades.

Inquisitor Zelhara |

Upgrade
Replace Spell 4 Armored Halo with Spell 5 Steal Soul
Magic
Arcane
Divine
Powers
When a local character defeats a monster that is not immune to Attack, display. While displayed:
On your checks, add 1d4.
At the end of the scenario, banish; if proficient, discard instead.
Hero Point
Skill Feat
Charisma d6 [X] +1 [X] +2 [ ] +3

Dresdarro |

Upgrade
Replace Spell 3 Mistform with Spell 5 Symbol of Fortune
Magic
Arcane
Divine
Powers
On any check, after the roll, discard this card to add or subtract 3 from the result.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.
Hero Point
Skill Feat
Constitution d8 [X] +1 [X] +2 [X]+3

Aric - 勝20100 |

Bank Hero point, now at 4
Deck upgrade: Ally 5
Replace Eando Kline by Fortune-Teller

Ezren Z. |

Upgrade Summary
Mavaro: Spell 5
Seoni Blessing 5
Ezren Blessing 5
Raz: None
Aric: Ally 5
That should be Item 5 for Ezren - he doesn't have any Blessings.

BR Vincent |

Traders
Ghoul Market
MM Armor 5
Traits: Shield Finesse Magic
To Acquire: Constitution Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card.
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma 11
On your Charisma or Diplomacy check, after you roll, reveal this card to add or subtract 1 from the result. Reveal this card to reduce damage dealt to you by 1. If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Auction House
MM Ally 5
Traits: Undead Incorporeal Ghost
To Acquire: Charisma Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
MM Ally 4
Traits: Maftet Hunter
To Acquire: Charisma Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location. Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.
Agymah
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 14 check to recharge it instead.
MM Spell 4
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8; ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

BR Vincent |

To replace Elemental Skin already taken as loot:
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.

Ezren Z. |

Sorry for the delay. Updated info:
Ezren *will* take Elemental Skin as loot, swapping out Marionette for it. Ezren will *also* continue taking the other usual loot cards that he has been taking: Akhentepi's Armor and Unwrapped Harmony.
*And* Ezren will take Safety Bubble at the trader, swapping out Walking Stick and Volcanic Storm.

Raz the Noble |

Not interested in upgrade or rewards. 3rd xp at tier 6. Spend Hero Point on skill feat, taking Str +4.

EmpTyger |

Seoni is looking for Ally 5 (Sand Elemental or Pyromaniac Mage) or Blessing 5 (of the Lady of Graves). Slight preference for ally all things being equal.
Feat will be skill to bump INT.
Seoni might have occasional interest in the loot Vision, but only depending on the scenario. I'll defer to Ezren/whoever else wants.

BR Vincent |

Drawing 1 item and 4 allies and adding them to the the loot:
Ubashki (Ally B)
Marianix Karn (Ally B)
Pard (Ally C)
Pakesket (Ally 5)
Ausetitha (Ally 4)
Scribe (Ally 4)
Stained Glass Elemental (Ally C)
Quickdraw Shield (Armor 5)
Blessing of the Ancients (Blessing B)
Canteen (Item B)
Spell of Doom (Spell 5)
Galvanic Kopis +2 (Weapon 5)
Fate Blade (Weapon 4)
Iceblade Spelldagger (Weapon 5)
Ally: 5440000
Armor: 5
Blessing: 0
Item: 0
Spell 5
Weapon: 554

Dresdarro |

Upgrades
Armor 5: 1d1000 ⇒ 571
Weapon 5: 1d1000 ⇒ 840
Ally 5: 1d1000 ⇒ 348

Raz the Noble |

No upgrades for me! Will do Sunburst Marker as per usual.

Ezren Z. |

Already posted my upgrade preferences in the gameplay thread. (oops.) Spell 5 or Armor 5 or ?

Dresdarro |

Upgrade
Replace Armor 3 Diviner's Blight with Armor 5 Aegis of Recovery
Light Armor
Magic
Powers
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Hero Point
Card Feat
Weapon 2 [X]3
Adding Weapon 3 Staff of the Uraeus to empty space.
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. During this encounter, you may use the result on any subsequent combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
Definitely taking Mavaro on the next scenario!

Inquisitor Zelhara |

Upgrade
Replace Armor 1 Vestments of Authority with Armor 5 Writhing Armor
Light Armor
Magic
Powers
On your Charisma or Diplomacy check, after the roll, reveal this card to add or subtract 1.
Reveal this card to reduce all damage dealt to you by 1.
If proficient with light armors, on your combat check that has the Melee trait, recharge this card to add 1d8.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
Hero Point
Skill Feat
Blessing 4 [X]5 [ ]6
Add Blessing 3 Blessing of Norgorber to empty space.
Divine
Norgorber
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to acquire a boon.
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.

Aric - 勝20100 |

Upgrade: taking ally 4 unless Seoni is not interested in the Ally 5.
Bank the hero point. 5.5 XP

Ezren Z. |

Ezren uses the Spell 5 upgrade to replace Mirror Image with Disintegrate
Hero Point (as previously mentioned) is used for Skill Feat 6: Cha +2 (3 hero points remain).
Loot (same as before):
Akhentepi's Armor (trade Shield Cloak)
Unwrapped Harmony (trade Apprentice)
Elemental Skin (trade Marionette)
New Loot:
Vision (trade Magical Mansion)
Trader: head to Agymah as usual.

EmpTyger |

Seoni does want the Ally 5 (Sand Elemental), thanks!
Trader will be Falsin Deek. And assuming no one else wants it, I'd like to take Symbol of Pain loot this scenario.
Any thoughts on strategy? I was thinking, does it make sense to prioritize emptying out 1 location first (Altar of Riddles maybe?) to use to store our win condition cards. Then we can spread out and hunt the Elusive Knowledges.
Although, something seems off with the setup instructions. It seems like there should be a stack of 2 loot + 5 Elusive Knowledges, but there are only 6 locations. Are we missing a location?
(In the future, how much trouble would it be to get details for the locations/story banes along with the scenario intro? I like to use that when deciding my traders and loots. But if it's a hassle, don't worry about it, I can use my physical cards for reference.)

BR Vincent |

I just posted an update with the henchman and locations. When the location are not build, the site does not give information on how many card of each type will be in.
I’ve put loot indicated in the tracker sheet out of the box.
Auction House
MM Ally 4
Traits: Undead Ghost Incorporeal
To Acquire: Charisma Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead. Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.
MM Ally 5
Traits: Outsider Elemental
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location.
Agymah
MM Spell 4
Traits: Magic Arcane Divine Attack Poison
To Acquire: Intelligence Arcane Wisdom Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
MM Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2. At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Falsin Deek
MM Item 5
Traits: Object Magic Mummy
To Acquire: Intelligence Wisdom Survival 14
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.
MM Item 5
Traits: Accessory Magic
To Acquire: Strength Melee 10 OR Constitution Fortitude 8
Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check. Put this card on top of your deck to add 1 die to your Constitution non-combat check. Put this card on top of your deck to reduce all damage dealt to you by 2.
Ghoul Market
MM Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Craft Divine 12
Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
MM Armor 5
Traits: Shield Finesse Magic
To Acquire: Constitution Fortitude 10
Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor. During your turn, if proficient with light armors, you may recharge this card.

Ezren Z. |

Save hero point. Now have 2 in the bank.
Upgrades:
Spell 4: 1d1000 ⇒ 356 Replace Marionette with Cloudburst.

Dresdarro |

Upgrade Preferences
Weapon 5: 1d1000 ⇒ 804
Item 5: 1d1000 ⇒ 722

Raz the Noble |

4th xp at tier 6. Spent 1 hp, gained one. Still at 4.
Upgrades:
Item 5: 1d1000 ⇒ 799 Ring of Stony Flesh

Raz the Noble |

I'm curious about Life Lantern as well. Willing to try it on for a scenario.

Aric - 勝20100 |

For the upgrade, grab an item 5 and replace Candle of Comity by Ring of Regeneration.
Aric bank the hero point. Now at 4.
He’s at his 6th XP at tier 5 so he needs to tier up.

EmpTyger |

I think there's an unclaimed Item 5 (Samisen of Oracular Vision) I'll take for my upgrade.
Seoni will go armor shopping at to Ghoul Market.
Any thoughts about strategy for the upcoming scenario? Five-Pointed Sun will need babysitting. (Slightly tempted to metagame and instead take Spell 5 Eagle Aerie for my upgrade.)

Dresdarro |

Upgrade
Replace Weapon 3 Staff of the Uraeus with Weapon 5 Vampiric Backsword +3
Sword
Melee
Slashing
Finesse
Magic
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3. If proficient with weapons, add another 1d6. If the check is to defeat a monster, if the monster is defeated, you may put this card on top of your deck to recharge a random card from your discard pile.
Hero Point
Banked

Inquisitor Zelhara |

Upgrade
Replace Weapon 4 Calistrian Kiss with Weapon 5 Meteor Hammer +3
Chain
Melee
Bludgeoning
2-Handed
Finesse
Magic
Powers
For your combat check, reveal this card to use your Strength, Melee, or Acrobatics skill + 1d10+3; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If this check is against a monster, you may use the result for any subsequent combat checks against it.
If proficient with weapons, recharge this card to ignore a monster's power that happens before or after you act.
Hero Point
Banked
Next Scenario
Zelhara enters the field!
Visiting Auction House
I think some folks, maybe Raz, have the ability to move easily. We might want to trade of who babysits based on who can get back to Five-Pointed Sun easily

BR Vincent |

Auction House (Zelhara, Aric)
MM Ally 5
Traits: Outsider Elemental
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location.
MM Ally 5
Traits: Undead Incorporeal Ghost
To Acquire: Charisma Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
MM Ally 5
Traits: Animal Phoenix Fire
To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location. Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Ghoul Market (Seoni)
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
MM Armor 4
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3. Recharge this card to add 1d6 to your Dexterity or Constitution check. If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Agymah (Ezren)
MM Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
MM Spell 5
Traits: Magic Arcane Divine Attack Bludgeoning
To Acquire: Intelligence Arcane Wisdom Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Ezren Z. |

Trade Volcanic Storm and Walking Stick for Safety Bubble at Agymah. (Will display Safety Bubble at 5 pointed sun as soon as I draw it).

BR Vincent |

4-5E: DUSK’S DOMAIN
Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in his deck with the ally Freed Soul and 1 character may temporarily replace 1 ally in her deck with the ally Sand Elemental.
At the end of each scenario, return those allies to the game box.
Each character gain a hero point.
Acquired Cards
Freed Soul (Ally 5)
Skyplate Armor (Armor 5)
Falcon Crown (Armor 4)
Blessing of Anubis (Blessing 4)
Blessing of Bastet (Blessing B)
Blessing of the Ancients (Blessing C)
Blessing of the Lady of Graves (Blessing 5)
Cenovath (Item 5)
Evocation Staff (Item 5)
Necklace of Fireballs (Item 4)
Effigy of Maat (Item 2)
Spite Cloud (Spell 5)
Elemental Mastery (Spell 3)
Icy Prison (Spell 5)
Mistform (Spell 3)
Whip of Centipedes (Spell 4)
Venomous Heavy Crossbow +2 (Weapon 5)
Flaming Ranseur +3 (Weapon 5)
The Pactmaster’s Bargain Reward
Each player unlocks the ability to play Darago from the Wizard Class Deck using the Hell’s Vengeance 2 Character Deck.
Each character gains a power feat. Subject to the usual limit on feat

Inquisitor Zelhara |

Upgrade Preferences
Ally 5: 1d1000 ⇒ 282
Blessing 5: 1d1000 ⇒ 44 But would defer to Seoni...especially with that roll!
Spell 5: 1d1000 ⇒ 465
Item 5: 1d1000 ⇒ 105
Item 4: 1d1000 ⇒ 217

Ezren Z. |

Use bonus power feat (#6, which is my tier +1) for the power to use Transmogrifier for myself as well:
"When ([X] you acquire or) another character acquires a boon, that character may banish it to draw 1 random non-Basic (i.e. not level 0)([X] and non-Elite (i.e. not level 1-3)) boon of that type from the box."
Save hero point. Now have 3 hero points in reserve.
I'm interested in the Sand Elemental loot card - if I get it, I'll swap out Acadamae Student for it.
Upgrades:
Spell 5: 1d1000 ⇒ 657 Swap out Volcanic Storm for Death's Touch 2