
Ostog Pshaws at Armor |

I'll choose Weapon.
That adds the following:
Weapon B (Battle-axe)
Ally B (Sage)
Item B (Holy Candle)
Just need to know what Alahazra chooses but we have this:
Weapon B x 3
Spell B x 2, Spell 1 x 2
Armor B
Item B x 2, Item 1
Ally B, Ally 1
Blessing B x 3
Each of us gets two upgrades.
I'd like to take the Ally B and a Blessing B. If no one wants the Ally 1, I could take that but I'm fine with the Ally B.

Alahazra Stargazer |

Hand:
(Displayed: Holy Light Cure Find Traps FireBlade Frigid Blast Amulet of Life Ruby of Charisma Boatswain Clockwork Butterfly Lookout Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of Pharasma )
Deck: 0 Discard: 0 Buried: 0
Note:

jduteau |

2-1D: Cut Them Off At The Source
Laying a trap for goblins requires lowering yourselves to their level. And so you find yourselves lying under detritus of the foulest kind, ready to spring on any invaders who try to seize the discarded treasures thereabouts.
You were led here by councilman Thelsikar, the only friendly face on the council that you found after failing to slay the dragon Black Fang. He had been told that there had been nightly scavenging raids down at Junk Beach, and this could only be the work of goblins. Normally, these raids would be dismissed out of hand, but the councilman theorized that it was the work of the mutant goblins that attacked you on your way to Sandpoint.
So, you wait. And wait. Maybe there’s nothing that—
Crackle... crackle...
You hear the sound of small footsteps among the trash heap.
Undoubtedly these are the scouts of the Mosswoods. Perhaps if you can capture these few scouts, you can “persuade” them to reveal their hideout.
“Aha!” you cry as you discard your garbage coverings.
“Ahaha!” says a mutated goblin, and you realize you are surrounded by many dozens more goblins than you would like to see at this very minute.
“Big Chief Wortus got you good! Got them longshanks like we should!”
Someone laid a trap tonight, but it wasn’t you.

jduteau |

Locations:
Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box. When you defeat a Goblin Raider, you may not attempt to close the location it came from. No one can move from the Junk Beach until it is closed.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1 Goblin Raider:4(Total: 14)
Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)
Woods
At This Location: Undefeated monsters other than villains or henchmen are banished.
When Closing: Succeed at a Wisdom/Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1(Total: 10)
Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0(Total: 10)
Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, shuffle together any weapons or armor remaining in this deck and place them under this location.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1(Total: 10)
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)
Scenario Rules
When you encounter a bane that has the Goblin trait, roll 1d6:
1 - BYA, succeed at a Constitution/Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2 - The difficulty of checks to defeat the bane is increased by 10.
3 - AYA, move to a random other location.
4 - A random character at your location encounters this bane instead. That character does not roll on this table.
5 - The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6 - Bury a random card from your discard pile.
Goblin/Aristrocrat
Check
Combat 16
Powers
BYA, each character at this location must succeed at a Constitution/Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
AYA, each character at this location is dealt 1d4 Acid damage.
Trap/Poison
Check
Dexterity/Disable 5
Powers
If undefeated, discard the top card of your deck. Then each character at this location must succeed at a Constitution/Fortitude 7 check or be dealt 1d4+1 Poison damage.
If defeated, you may immediately attempt to close this location.
Human/Bandit
Check
Combat 8
Powers
BYA, recharge a card of your choice from your hand.
Goblin
Check
Combat 8
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.

jduteau |

All characters start at the Junk Beach and there are four Goblin Raider henchmen on top. We face those (without being able to close) and then have to close the location before we can spread out to the other locations.
Initiative rolls:
Alahazra: 1d100 ⇒ 16
Mother Myrtle: 1d100 ⇒ 91
Ostog: 1d100 ⇒ 62
Radillo: 1d100 ⇒ 64
Alahazra, Ostog, Radillo, Mother Myrtle
Let me know your opening hand and then Alahazra can start by either fighting a Goblin Raider or doing a trick to rearrange the location deck. :)