
zeroth_hour |

Initial Post - hawkmoon, Pirate Rob, Keith Richmond and ThreeEyedSloth will be playing.
I'll allow for a little time for setup and stuff like that, and because Keith explicitly said he'll be moving so he has limited availability. That said, once everything gets going underway I expect people to check in at least once a day.
I'm on the West Coast, and it looks like ThreeEyedSloth and PirateRob are on the West Coast as well. hawkmoon and Keith are on the East Coast.
So we'll cluster the West Coast people and the East Coast people so that turns go faster. Is that good for you?
I can also be convinced to run not 1-1C if you want me to (if you want a particular character to finish something else).

zeroth_hour |

Since nobody really objected to 1-1C, that's what's going to be run. (I've set up the spreadsheet and everything)
Front Matter: (also there is stuff in the campaign info)
DURING THIS SCENARIO
Treat the villain Millorn as the villain Carrock.
When a character defeats a barrier during an exploration, that character may immediately explore again.
When a barrier is undefeated, discard the top card of the blessings deck.
Traits: Plant, Demon, Druid
Type: Monster
CtD: Combat 15
Carrock is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, Carrock deals 1 Ranged Combat damage to you.
After you act, Carrock deals 1 Ranged Combat damage to you.
Traits: Animal
Type: Monster
Check to defeat: Combat 10
Powers: Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat is increased by 3.
If undefeated, you may bury the top card of your deck to return the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Deck List: 3 Monster, 2 Barrier, 1 Weapon, 1 Armor, 1 Item, 1 Ally
At this Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, move to a random open location.
At this Location (closed): At the end of your turn, move to a random location.
Deck List: 3 Monster, 1 Barrier, 2 Weapon, 1 Armor, 1 Item, 1 Blessing
At this Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
Deck List: 2 Monster, 1 Barrier, 1 Weapon, 1 Spell, 1 Armor, 1 Item, 1 Ally, 1 Blessing
At this Location: When you explore, examine the top 2 cards. Shuffle 1 into the deck, and encounter the other.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: At the end of your turn, recharge your hand.
At this Location (closed): At the end of your turn, recharge your hand.
Deck List: 2 Monster, 2 Barrier, 5 Ally
At this Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
Traits: Abyssal
Deck List: 3 Monster, 2 Barrier, 1 Spell, 1 Item, 1 Ally, 1 Blessing
At this Location: When you would be dealt Combat damage, you are dealt Poison damage instead.
When Closing: Discard a card that has the Divine trait.
When Permanently Closed: On closing, you are dealt 1 Poison damage.
Traits: Abyssal
Deck List: 2 Monster, 3 Barrier, 1 Weapon, 1 Armor, 1 Item, 1 Ally
At this Location: When you encounter a bane, you may not play allies on your checks.
When Closing: Succeed at a Wisdom or Survival 8 check.
When Permanently Closed: On closing, bury a boon.
Name: Aron Kir
Traits: Human, Rogue, Mendevian, Veteran
Powers: Recharge this card to add 1d6 plus the scenario's adventure deck number to any Strength, Melee, or Disable check by a character at your location; then if you don't have a role card, bury any cards that have the Liquid trait.
Bury this card to evade a barrier you encounter; if you do this on your turn, you may immediately explore your location.
Name: Anevia Tirabade
Traits: Human, Rogue, Mendevian, Veteran
Powers: Recharge this card to add 1d6 plus the scenario's adventure deck number to any Acrobatics, Disable, or Stealth check by a character at your location.
At the end of your move step, bury this card to examine the top 3 cards of any location deck; if you have a role card, put them back in any order, and you may move to that location.

zeroth_hour |

I have randomized a turn order:
ThreeEyedSloth: Kyra CD
Pirate Rob: Arueshalae
Keith Richmond: Agna
hawkmoon: Valeros CD
Let me know if that's acceptable. If you want, you can use an alias for your character when posting your turns.
Cohorts are still up for grabs; let me know which characters you want, and your starting locations and then we can start the first turn. Please post your initial character sheets here at some point as well so we can track your stuff. :)

Pirate Rob |

Str d6
Dex d8 +1
Ranged +2
Disable +2
Con d6
Int d6
Wis d5
Cha d12
Knowledge +1
Diplomacy +3
Hand Size 5
Electricity, Fire and Poison damage dealt to you is reduced by 3
You may evade your encounter.
When the cohort Arueshahae's Gift is displayed next to a character's deck, add 1d4 to his checks that use a marked skill. At the start of your turn you may add Arueshahae's Gift to your hand.
Favored Card Type: Blessing
I'll start at the Cemetary
If I draw combat I'll stay here and explore, if I have explore and no combat I plan to move to the bridge instead.
Opening hand:
Blessing of Erastil
Blessing of the Gods
Councilor's Ring
Rapier
Dagger
Arueshalae’s Gift
Baring any objections, I'll add Anevia Tirabade to my hand.
If you are making a check, and my gift is not currently out, please feel free to make use of it. It'll give you +1d4 to all checks using that stat until my next turn. I may frequently assign it during my turn to wherever it looks like it'll do the most good so as not to use up one of my hand slots though.

Keith Richmond Pathfinder ACG Developer |

Agna: "Fetch the big stick! Good boys."
Skills:
Strength d10+1, Melee +2
Dexterity d8
Constitution d6
Intelligence d4
Wisdom d8, Perception +3, Survival +3
Charisma d6
Hand size 5, Light Armors, Weapons
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 and that weapon’s traits to your combat check.
At the end of your turn, you may examine the top card of your location deck.
Weapon 4: Bastard Sword, Longsword, Quarterstaff… Longbow
Armor 1: Wooden Shield
Item 2: Caltrops, Conch Shell
Ally 4: Crow, Fox, Snow Leopard, Soldier
Blessing 4: of the Gods!
Starting location-wise, I've got three choices I'm good at closing:
Dark Forest (if I start without a weapon, I can avoid monsters and recharge my hand)
Wounded Lands (as long as I have a weapon I'm happy to work on it)
Cavern (this one might be a good one for Valeros to duo with me, if he's not already with Kyra or Arue)
I suspect that means Cavern if Valeros wants a friend, and Dark Forest if I'm on my own.
Quarterstaff
Conch Shell
Fox
Blessing of the Gods
Aron Kir would be good for either Valeros or myself. I suspect that means I should take it, since Valeros is more likely to need a less clogged hand, and I can just give it to him if he wants it since I'm before him in turn order.

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Str d6
Dex d4
Con d6
Int d8
Knowledge: Int +2
Wis d12
Divine: Wis +2
Cha d6
Diplomacy: Cha +2
Hand Size: 5
Proficient With: Light Armors, Heavy Armors
Favored Card Type: Spell
Powers:
- For your check to defeat a bane that has the Demon or Undead trait, you may recharge a spell to use your Divine skill + 1d8 and the Attack, Divine, and Magic traits.
- When you use the above power or play a blessing that does not have the Corrupted trait on another character's check to defeat, a character at your location may shuffle 1 random card from his discard pile into his deck after the check.
Weapons (1): Mace
Spells (5) Cure, Cure, Cure, Fireblade, Inflict
Armors (1): Chain Mail
Items: (1): Holy Water
Allies (2): Standard Bearer, Sage
Blessings (5): Blessing of the Gods, Blessing of the Gods, Blessing of the Gods, Blessing of Cayden Calien, Blessing of the Dawnflower
"By the light of Sarenrae, go back to the depths that spawned you!"
Based on the properties of the Cemetary, Kyra is happy to start there and crush all of the Undead monstrosities within... Granted she has a spell in hand to fight with.
Starting Hand:
Mace
Inflict
Cure
Blessing of Cayden Calien
Blessing of the Dawnflower
Niiiiiice.
Since I've got a spells in hand, Kyra will go ahead and explore the Cemetary. Rob, I'll also take Arushalae's Gift to WISDOM, since you're going next.
I'll also pass on Aron, and think that Agna or Valeros should take him along.

zeroth_hour |

Alright, then, here is your blessing and explore:
Name: Blessing of Abraxas
Traits: Divine, Abraxas, Corrupted
Check to acquire: Arcane 7 OR Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
Name: Mongrel Ranger
Traits: Mongrel, Ranger, Elite
Check to defeat: Combat See below
The difficulty of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Ranger deals 1d4 - 1 Ranged Combat damage to you.
Flavor Text: This "First Descendant" keeps his brethren safe with cunning and a sharp arrow's point.
Mongrel Ranger draws:
Peryton: Combat 14
If you decide to explore further, these are the cards:
Name: Sickle
Traits: Knife, Melee, Slashing, Finesse, Basic
Check to acquire: Strength/Melee 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Name: Bilious Bottle
Traits: Trap, Poison, Elite
Check to defeat: None
Powers: Display this barrier faceup next to your location. The first time each turn that a character explores the location, each character at that location rolls 1d4.
1. You are dealt 1d4 + 1 Poison damage.
2. You are dealt 1d4 + 1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

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"By the gods, an undead mongrel-demon dog!? This cannot stand!"
Ranged Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Ouch. Kyra loses her Mace and Blessing of Cayden.
Recharging Cure to use my Divine power, plus Arushalae's Gift. I'm feeling a little uneasy about the difficulty, so I'll throw my Blessing of the Dawnflower for another die.
2d12 + 1d8 + 1d4 + 2 ⇒ (11, 2) + (6) + (3) + 2 = 24
Ka-boom.
Because she used her first power, her second power triggers and she heals a random card.
1-Mace, 2-Blessing of Cayden, 3-Dawnflower
1d3 ⇒ 1
Kyra heals the Mace into her deck, and I that's all I'm gonna do this turn, so I'll draw up. Ouch!
Current Hand:
Inflict
Cure
Holy Water
Blessing of the Gods
Blessing of the Gods
Deck Remaining: 8
Discarded: 2

zeroth_hour |

Oh whoops. Carry on then.
Rob you're up.
Name: Blessing of Baphomet
Traits: Divine, Baphomet, Corrupted
Check to acquire: Melee 7 OR Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to explore your location.
If you continue to explore, the cards are above, or I can load new explores if you decide to move.

Valeros Hawkmoon |

I'll start at Cavern with Agna, who can have Aron.
Strength d10
-Melee: Strength +3
Dexterity d6
Constitution d8
-Fortitude: Constitution +1
Intelligence d6
Wisdom d4
Charisma d8+1
-Diplomacy: Charisma +2
Powers
Hand Size 5
Proficient With Light Armors, Heavy Armors, Weapons
Reveal an ally from your hand to add 1d6 to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it instead.
Starting hand: Cestus +1, Greatsword, Longsword, Tankard, BotG
Feel free to lay claim to the BotG if you feel you need it.

Pirate Rob |

Note I don't think you need to choose my smoochies before exploring, nothing should stop me from playing it during an encounter, assuming it's being used.
Taking back my smoochies...
If Kyra was proficient with weapons I would totally hand hand her the rapier from my hand.
I will explore the Cemetery
Assuming I can follow directions...
Name: Sickle
Traits: Knife, Melee, Slashing, Finesse, Basic
Check to acquire: Strength/Melee 5
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.
Meh
Strength: 1d6 ⇒ 3

Pirate Rob |

Discard Blessing of the Gods to Explore again...
---
Name: Bilious Bottle
Traits: Trap, Poison, Elite
Check to defeat: None
Powers: Display this barrier faceup next to your location. The first time each turn that a character explores the location, each character at that location rolls 1d4.
1. You are dealt 1d4 + 1 Poison damage.
2. You are dealt 1d4 + 1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.
---
While it's not a totally disastrous card to me due to my demon immunities, I'm still going to evade and shuffle it away.
I will go ahead and give Agna a nice big 1d4 strength kiss. Probably should have done this before exploring in case I took damage
and then I will use my Blessing of Erastil to explore again.

zeroth_hour |

Shuffling...
Well, that was pretty lucky of you... it's a Giant Bat
Text here again for reference:
Traits: Animal
Type: Monster
Check to defeat: Combat 10
Powers: Before you act, succeed at a Wisdom or Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat is increased by 3.
If undefeated, you may bury the top card of your deck to return the Giant Bat to the top of its location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Pirate Rob |

Lost Cause Wisdom: 1d4 ⇒ 1
So DC 13, and can't evade, I want to beat up the henchman anyway.
Hmmm, if I Reveal and recharge dagger for 2d4, 1d8+2+1+2d4
Exactly 50% success chance
If I play and discard Rapier and Dagger... 1d6+4d4 I'm only up to 63%.
I will reveal and recharge dagger, and bury my councilor's ring.
Ranged: 1d8 + 3 + 2d4 + 1d20 ⇒ (1) + 3 + (4, 4) + (6) = 18
Success!
I will close the location. I drew thieves' tool and will bury rapier.
End turn.

Pirate Rob |

Hand:
Leather Armor, Standard Bearer, Troubadour, Thieves' Tools, Anevia Tirabade
Deck: 7 cards
Discard: Blessing of the Gods, Blessing of Erastil
Burried: Rapier, Councilor's Ring
Sorry to close your everything is undead Kyra. Although dodging the bottle is probably a win. I will likely explore the collapsing bridge on my next turn. I think being able to fly might be helpful there.

zeroth_hour |

Yay! Cemetery is closed.
That was a nasty set of rolls. Councilor's Ring is pretty powerful (I got to play with it last weekend too :)
Keith, you're up. Here's the blessing and the first three explores. Let me know if you want to move.
Name: Blessing of Ascension
Traits: Divine, Mythic, Basic
Check to acquire: Charisma 6 OR Divine 5
Powers: If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.
Name: Worm Demon
Traits: Outsider, Undead, Demon
Check to defeat: Combat 10
Powers: The Worm Demon is immune to the Electricity and Poison traits.
If undefeated, bury an ally from your hand or your discard pile.
Flavor Text: Worm demons inhabit and control the corpses of dead humanoids.
Name: Arboreal Blight
Traits: Skirmish, Demon
Check to defeat: None
Powers: Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated solely on your encounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
Name: Fiendish Tree
Traits: Plant, Demon, Veteran
Type: Monster
Check to defeat: Combat 13
Powers: The difficulty to defeat is increased by twice the scenario's adventure deck number. The Fiendish Tree is immune to the Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
Before you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
After you act, the Fiendish Tree deals 1 Ranged Combat damage to you.
Name: Ulkreth
Traits: Outsider, Demon
Type: Monster
Check to defeat: Combat 16 OR Acrobatics 12
Powers: The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat it.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario's adventure deck number plus the number of cards in your location deck.
Name: Dire Rat
Traits: Animal, Basic
Check to defeat: Combat 8 OR Dexterity/Stealth 6
Powers: If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude check or discard the top card of your deck.

Keith Richmond Pathfinder ACG Developer |

Man, I hate Worm Demons. In hindsight, I maybe should have given Valeros my fox so he had an ally. Ah well, onwards!
Reveal Longsword, be a little bewildered about Arue's gift, then...
Melee: 1d10 + 3 + 1d8 + 1d4 ⇒ (2) + 3 + (7) + (4) = 16
Snicker snack, you're ... worm ... food. Well, that doesn't work.
Recharge fox to explore again... Arboreal Blight!
Not running into an Arboreal Blight feels like a good bury on Aron Kir, unless people want to just take it out. I don't see a lot of armor and such around so it feels like a mass discard, though. Anyone objects, go ahead and speak up. If I do evade it, I could explore again but I think it's safer to just scout the top and end my turn.

Pirate Rob |

Bury to evade arboreal blight seems good. Doesn't Aron Kir give a free explore when doing so?
Other notes:
Defeating barriers is a free explore, and failing costs a blessing.
I Have no combat at the moment, but can evade my tree. Not that it matters right now because I agree with you about evading the Arboreal Blight.
I feel like I'm still getting used to how awesome evade effects are in this set...

zeroth_hour |

Er... I'm really sorry...
You get the trees again.
Arboreal Blight is the card Keith encounters for his evade and explore.
Name: Ghoul Hide
Traits: Light Armor, Magic, Corrupted, Elite
Check to acquire: Constitution/Fortitude/Craft 7
Powers: If this card has the Corrupted trait, bury a random card from your discard pile or you may not play this card.
Recharge this card to reduce Cold or Combat damage dealt to you to 2, or to ignore a bane's effect that causes you to end your turn.
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.

Keith Richmond Pathfinder ACG Developer |

Trees everywhere in this cavern.
Discard Conch to damage.
Reveal Longsword, play Blessing of the Gods.
Melee: 1d10 + 3 + 1d8 + 1d4 + 1d10 ⇒ (1) + 3 + (4) + (2) + (6) = 16
Close one! I'll discard the Quarterstaff to the second damage, then wait to see how everyone else did, but at least the barrier is defeated.
ToDo List:
Check for Ulkreth
?Use free explore
End of turn scout
Reset hand

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Here we go.
I'll take the Holy Water as the first damage.
Similar to last time, recharging Cure to use my Divine power (Fiendish Tree has the Demon trait, thankfully!) Also using a Blessing of the Gods to help on this.
1d12 + 1d8 + 1d12 + 2 ⇒ (4) + (1) + (8) + 2 = 15
WHEW.
I'll use my healing power on Rob, so heal one random card from your discard pile.
I'll take a Blessing of the Gods as my After you Act damage, and I'm done.
Current Hand:
Inflict
Deck: 9
Discarded: 5

Valeros Hawkmoon |

Tankard is discarded for BYA damage.
Greatsword for my combat check. Recharging it.
Combat: 1d10 + 3 + 2d6 + 1d10 ⇒ (5) + 3 + (3, 5) + (7) = 23
And Cestus +1 is my AYA discard.
Longsword and BotG in my hand. 2 cards in discard pile. Still feel free to claim the BotG if you need it. Otherwise I'll use it to explore, assuming I don't need to recharge my Longsword on my first exploration.

Keith Richmond Pathfinder ACG Developer |

Pretty sure Arue is evading, so I'll check for Ulkreth now.
Ulkreth!: 1d20 ⇒ 18
Don't have much to lose and I'm combat capable, so I'll then free explore again.
Ghoul Hide Armor looks pretty corrupt, and I also can't make that roll, so I kick it to the curb, scout the top card, and reset my hand...
Draw Soldier, Snow Leopard, Blessing of the Gods, Crow (on top of the Longsword). That's all my allies. If I'm still at Hawkmoon's location next turn and he still doesn't have an ally, I'll hand off the Soldier.
Discard (3) - Conch Shell, Quarterstaff, BotG
Deck (7) - (Bastard Sword, Longbow, Wooden Shield, Caltrops, BotG x 2) then Fox

zeroth_hour |

Here is the top of the Cavern:
Name: Holy Phylactery
Traits: Object, Divine, Veteran
Check to acquire: Divine 6
Powers: The difficulty of the check to acquire this card is increased by the scenario's adventure deck number.
During an encounter, bury this card to ignore the Corrupted trait on a boon until the end of that encounter.
After playing this card, you may succeed at a Divine check with a difficulty of 5 plus the scenario's adventure deck number to discard this card instead of burying it.
hawkmoon's turn. Blessing is Sarenrae (2 dice to CON, not corrupt)
Current Cavern deck list:
Deck List: 2 Monster, 1 Barrier, 1 Weapon, 0 Armor, 1 Item, 1 Ally
Name: Animal Tamer
AD#: B
Traits: Human, Ranger
Check to acquire: Wisdom/Survival/Charisma/Diplomacy 9
Powers: Reveal this card to add 1d6 to your check against a card that has the Animal trait.
Discard this card to explore your location.
Name: Dire Rat
AD#: B
Traits: Animal, Basic
Check to defeat: Combat 8 OR Dexterity/Stealth 6
Powers: If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.

zeroth_hour |

For ThreeEyedSloth's turn, the blessing and the top two of Dark Forest
Name: Blessing of Deskari
AD#: 1
Traits: Divine, Deskari, Corrupted, Veteran
Check to acquire: Survival 7 OR Divine 5
Powers: Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Name: Helm of the Valkyrie
AD#: 1
Traits: Heavy Armor, Magic
Check to acquire: Constitution/Fortitude 6
Powers: At the end of your turn, bury this card to move.
Recharge this card to reduce Combat damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with heavy armors, you may recharge this card when you reset your hand.
Name: Cold Iron Longsword
AD#: 1
Traits: Sword, Melee, Slashing, Elite
Check to acquire: Strength/Melee 7
Powers: For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

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I'm going to preemptively get this question out of the way now, even though it's Hawk's turn. It's something I meant to ask already anyway.
Are there certain deck upgrades people really want? If we hit a card from AD1, is there a type that anyone wants badly enough to burn resources on, if it's within slight reach initially anyway?
Like if I draw a Ranged Weapon 1, I doubt anyone wants to throw blessings on my measly d4. But a melee Weapon 1 is a little more obtainable with my d6. I'm just curious what everyone's preferences are.

Hawkmoon269 |

I'm not too concerned about particular deck upgrades. I'm fine with just taking whatever happens.
I'm going to explore and fail the Holy Phylactery. Then play BotG to explore again.
Animal Trainer. I'm going with Diplomacy 9.
Diplomacy: 1d8 + 4 ⇒ (7) + 4 = 11
Animal Trainer is mine. I'll just hang on to it for my power then reset and end my turn.
Current Hand: Longsword, Chain Mail, Elven Breastplate, Animal Trainer, BotG
Discard: BotG, Cestus +1, Tankard

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This will be a quick turn.
Kyra chooses the Helm of the Valkyrie as her exploration this turn. If someone wants a shot at a Weapon 1 (Cold Iron Longsword, STR/Melee 7 to acquire), you may want to come here.
Con: 1d6 ⇒ 1
And that's it! I'll draw up and end my turn.
Current Hand:
Mace
Cure
Inflict
Chain Mail
Sage
Deck: 5
Discard: 5
Before Arueshalae moves and explores, I'll Cure myself. Don't worry, I still have two more!
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
That heals Blessing of Cayden, Blessing of Dawnflower, and Holy Water back into my deck.
Recharging Cure: 1d12 + 2 ⇒ (8) + 2 = 10
Success! Rob, you may continue. :)
New Current Hand:
Mace
Inflict
Chain Mail
Sage
Deck: 9 - Cure (Sp), Standard Bearer (A), Cure (Sp), Fireblade (Sp), Blessing of the Gods (Bl), Blessing of Cayden Calien (Bl), Blessing of the Dawnflower (Bl), Holy Water (It), Cure (Sp)
Discard: 2 - Blessing of the Gods (Bl), Blessing of the Gods (Bl)

zeroth_hour |

Alright, loot loot loot.
Rob's Blessing is Deskari.
Name: Blessing of Deskari
Traits: Divine, Deskari, Corrupted, Veteran
Check to acquire: Survival 7 OR Divine 5
Powers: Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.
Dark Forest/9
Deck List: 2 Monster, 1 Barrier, 1 Weapon, 1 Spell, 1 Item, 1 Ally, 1 Blessing
Known in deck: Cold Iron Longsword
Cavern/5
Deck List: 2 Monster, 1 Barrier, 1 Weapon
Top card of the Cavern is still available as the "third card" in the Cavern in case you still wanted to peek, Rob.
Otherwise, Collapsing Bridge:
Name: Athlete
AD#: B
Traits: Human, Hireling, Basic
Check to acquire: Dexterity/Acrobatics 7 OR Charisma/Diplomacy 6
Powers: Recharge this card to add 1d6 to your non-Combat Strength or Dexterity check.
Discard this card to explore your location.
Name: Quadnys Orlun
AD#: 1
Traits: Human, Wizard
Check to acquire: Arcane/Divine/Charisma/Diplomacy 6
Powers: Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
Name: Poison Spiked Pit Trap
AD#: 1
Traits: Trap, Poison, Veteran
Check to defeat: Wisdom/Perception 8 OR Dexterity/Acrobatics 10
Powers: The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

Pirate Rob |

I will spread the smoochies around and give Valeros some extra strength this time.
I will move to the bridge and then bury Anevia Tirabade to look at the top 3 cards of the cavern.
Then I will explore the bridge.
Name: Athlete
AD#: B
Traits: Human, Hireling, Basic
Check to acquire: Dexterity/Acrobatics 7 OR Charisma/Diplomacy 6
Powers: Recharge this card to add 1d6 to your non-Combat Strength or Dexterity check.
Discard this card to explore your location.
Diplmacy: 1d12 + 3 ⇒ (1) + 3 = 4

Pirate Rob |

Discarding standard bearer to explore again.
Name: Quadnys Orlun
AD#: 1
Traits: Human, Wizard
Check to acquire: Arcane/Divine/Charisma/Diplomacy 6
Powers: Recharge this card to succeed at your check to acquire or recharge a card that has the Arcane trait.
Discard this card to explore your location. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
Diplomacy: 1d12 + 3 ⇒ (5) + 3 = 8

Pirate Rob |

Discard Quadnys to explore again,
Name: Poison Spiked Pit Trap
AD#: 1
Traits: Trap, Poison, Veteran
Check to defeat: Wisdom/Perception 8 OR Dexterity/Acrobatics 10
Powers: The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Even with the AD# increase the Dex/Acro is 11 so I will discard my Thieves' Tools to auto defeat.
disable check to recharge tools: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Recharged.
I will take the free explore from defeating the pit trap.