
jduteau |

Random Divine spell drawn from the box:
Skitter - Spell B
Magic/Arcane/Divine/Elite
Powers
At the end of your turn, discard this card to move; you may shuffle your location deck before you move.
Recharge check: Arcane 8/Divine 9
NOTE: We had three more turns before Khorramazadeh showed up. I believe that, in the three times I've played through this scenario, I've never actually had him show up.

jduteau |

Scenario Reward: Each character gains a skill feat. We have 1 Scale to distribute amongst ourselves.
Scales:
Scale of Cloudwalking: At the end of your turn, recharge this card to move.
Scale of Disguise: Recharge this card to add 1 to your non-combat check, or 2 to your non-combat Charisma, Diplomacy, or Stealth check.
Scale of Resistance: Recharge this card to reduce all damage to you by 1, or Cold or Electricity damage dealt to you by 2.
Scale of Sacred Weaponry: Recharge this card to add 1 to your combat check, or 2 if you played a weapon on the check.

Imrijka -Judge,Jury,Executioner |

I'm either going to take Strength or Wisdom as my skill check. I had initially thought of Wisdom to help my Divine and eventual Perception checks. But since I hit monsters a lot, Strength is appealing. No preference on the scales either. Perhaps the Sacred Weaponry for Crowe or Seelah?
I'm taking Wisdom and I'm keeping the Viper Strike that I found. I have the following extra boons:
Force Missile - Arcane Spell
Sacred Weapon - Divine Spell
Sickle - Weapon (duh!)
I don't want to exchange either of my items for a Scale, so it's up to you guys. We do eventually get all four of them over the next three scenarios, so it's really which one do you want first.

Seelah the Chosen |

Dropping Glibness, Bat, Retainer, Grizzled Merc, Riftwarden, Riding Horse, Teamster, BoA
Hand:
(Displayed: Longsword Mace Longspear Glaive +1 Magic Scale Mail Magic Shield Paladin's Helm Sage's Journal Mendevian Crusader Interrogator Cure Baphomet Iomedae Ascension Ascension Cure )
Deck: 0 Discard: 0 Buried: 0
Note:
Seelah
Strength d8
Melee +3
Dexterity d4
Constitution d8
Fortitude +1
Intelligence d4
Wisdom d8
Divine +1
Charisma d10 +1
Diplomacy +1
Hand Size 4
Proficiencies; Light Armor, Heavy Armor, Weapons
When you attempt a check before you act, you may use your Charisma skill
You may discard the top card of your deck to add 1d6 to any check by a character at your location
When you acquire a boon with the corrupted trait, bury it
Weapons 4
Spells 2
Armor 3
Items 1
Allies 2
Bless 4

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Deck: Mace, Longsword, Longspear, Heavy Pick, Mace, Frigid Blast, Lightning Touch, Force Missile, Stalking Armor, Leather Armor, Sacred Prism, Blood Periapt, BoA, BoA, Blessing Baphomet, Blessing of Shax
Note: +1 Spell, +1 Charisma
Extras: Riding Horse, Helm of the Valkyrie
Taking the Force Missile (WHEN DO WE GET A POWER FEAT, CROWE WANTS TO BURN THINGS!).Scales: Would take either Resistance or Sacred Weaponry, but I'm not desperate.

jduteau |

1B: Under the Broken City
Cut off from civilization, you and your compatriots wander through the caverns under Kenebres. Here you will find mongrels, some of the strangest inhabitants of the Worldwound. The mad dwarf Millrun has taken refuge here. He is not above reducing these realms to rubble.
Locations:
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1(Total: 10)
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1(Total: 10)
Canyon
At This Location: When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing, shuffle each location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1(Total: 10)
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 10)
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)
Scenario Rules
After you draw starting hands, each character buries 1d4+1 cards from the top of her deck.
When you move, any other characters at your location may move with you; if you move from an open location your turn, shuffle a random monster from the box into that location.
At the end of your turn, recharge a random card from your discard pile.
Scenario Rewards
Loot: 1 Scale of your choice
Anevia Tirabade
Human/Ranger/Mendevian/Veteran
Powers
Recharge this card to add 1d6+1 to any Acrobatics, Disable, Ranged, 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.
Aravashnial
Elf/Wizard/Mendevian/Veteran
Powers
Recharge this card to add 1d6+1 to any Intelligence, Arcane, or Knowledge check by a character at your location.
Bury this card to add a random spell from your discard pile to your hand.
Horgus Gwerm
Human/Aristocrat/Mendevian/Veteran
Powers
Recharge this card and another boon to add 1d4 + 1 to any check to acquire a boon by a character at this location.
Bury this card to explore your location. During this exploration, add 1d4 + 1 to your checks to acquire boons.
Dwarf/Wizard
Check
Combat 11
Powers
BYA, each character at your location attempts a Wisdom 6 check; each character that fails is dealt 1 Mental damage that may not be reduced and may not play weapons or spells during this encounter.
Animal
Check
Combat 10
Powers
BYA, succeed at a Wisdom/Perception 9 check or the Giant Bat may not be evaded and the difficulty of checks to defeat it 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.
Mongrel/Soldier
Check
Combat ?? - see Powers
Powers
The difficulty of the check to defeat the Mongrel Traitor is the highest difficulty to defeat a random monster from the box.
If undefeated, bury 1 random card from your discard pile.
Human/Soldier/Veteran
Check
Combat 11 (9 + twice the adventure number)
Charisma/Diplomacy 8 (6 + twice the adventure number)
Powers
If undefeated, the Corrupted Soldier does not deal damage as normal; instead, it deals 3 Combat damage.
Outsider/Demon/Servitor
Check
Combat 9
Powers
Immune to Electricity and Poison traits.
BYA, each character at your location must succeed at a Constitution/Fortitude 6 check or discard 1 card.

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Next scenario: I'll take the scale. Seelah gets this one. I want another round with my Blood Periapt.
“’tis But A Scratch”: 1d4 + 1 ⇒ (4) + 1 = 5
My thoughts.
Hand: Longsword, Heavy Pick, Stalking Armor, Sacred Prism, BoA
(Buried: Mace, Longspear, Lightning Touch, Force Missile, Blood Periapt)
Deck: 6 Discard: 0 Buried: 0
Note: Starting at Cavern

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Meanwhile; What was the roll for Crowe?
Scenario Rules
After you draw starting hands, each character buries 1d4+1 cards from the top of her deck.
When you move, any other characters at your location may move with you; if you move from an open location your turn, shuffle a random monster from the box into that location.
At the end of your turn, recharge a random card from your discard pile.

Imrijka -Judge,Jury,Executioner |
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Since no one stepped forward, I took the Scale of Sacred Weaponry, exchanging it for my Holy Water Grenade.
Bury?: 1d4 + 1 ⇒ (2) + 1 = 3
Shortbow, Hand Crossbow, BoA
Since I'm all about the Ranged attacks, I'll take Anevia Tirablade for her Ranged (+other) recharge bonus.
Hand: Corrosive Dagger +1, Corrosive Dagger +1, Mysterious Disk, BoAbraxas, Viper Strike, Anevia Tirablade
Deck: 8 Discard: 0 Buried: 3
Note: @ Canyon

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Heavy Pick, Discarded (6=>7) v. Giant Fly (9): 1d12 + 1 + 1d6 + 1d6 ⇒ (8) + 1 + (2) + (6) = 17
Well. Bye, Fly. See you again shortly, I'm sure...
I stay put and end my turn:
Recharge Heavy Pick (Scen. Rules)
Hand: Longsword, Stalking Armor, Sacred Prism, BoA, Blessing Baphomet
Deck: 6 Discard: 0 Buried: 5
Note: @ Cavern

jduteau |

Where does the fly buzz to?: 1d5 ⇒ 1
And the fly moves from the Cavern to the Collapsing Bridge...
Turn 02
Blessing: Blessing of Deskari
02/28
Imrijka
Locations:
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 9)
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1(Total: 11)
other locations are the same

jduteau |

Canyon - Imrijka
Arboreal Blight - Barrier B
Skirmish/Demon
Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were defeated, roll 1d20; if the result is less than or equal to that number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

jduteau |

Fiendish Tree - Henchman/Monster B
Plant/Demon/Veteran
Check
Combat 14 (13 + 1 for adventure deck number)
Powers
Immune to Mental and Poison traits. If the check to defeat has the Fire trait, add 1d8.
BYA, the Fiendish Tree deals 1 Ranged Combat damage to you.
AYA, the Fiendish Tree deals 1 Ranged Combat damage to you.

jduteau |

I will discard my Mysterious Disk for the BYA damage.
Then I'll throw one of my Corrosive Daggers at the tree (recharging it) and use Anevia Tirablade for her help (recharging her).
Friggin' Evil Trees! (14): 1d10 + 2 + 2d4 + 1d6 ⇒ (8) + 2 + (3, 1) + (5) = 19
I'll then discard the Viper Strike as my AYA damage.

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Canyon - Imrijka
Arboreal Blight - Barrier B
Skirmish/DemonPowers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your encounter. If any Fiendish Trees were defeated, roll 1d20; if the result is less than or equal to that number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.
(╯°□°)╯ ︵ ┻━┻

jduteau |

Turn 03
Blessing: Blessing of Ascension
03/27
Seelah
Locations:
Cavern
At This Location: If you move or are moved from this location, move to a random other location.
When Closing: Succeed at a Strength 6 check.
When Permanently Closed: On closing, move to a random open location.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 9)
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, banish all boons in this deck.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location deck to your hand.
M:3 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1(Total: 11)
Mongrel Village
At This Location: The difficulty of any check to acquire a card is equal to the highest difficulty to acquire a random card of that type from the box.
When Closing: Summon and defeat the henchman Mongrel Traitor.
When Permanently Closed: For the rest of the scenario, the difficulty of checks against cards that have the Mongrel trait by characters at any location is decreased by 3.
M:1 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1(Total: 10)
Canyon
At This Location: When you encounter a non-henchman, non-villain monster, each other character at this location encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing, shuffle each location deck.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1(Total: 8)
Great Hall
At This Location: When you encounter a henchman or villain, before you act, summon and encounter a Sloth Demon.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:1 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1(Total: 10)
Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, draw a random armor from the box.
M:3 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)

jduteau |

Collapsing Bridge - Seelah
Rallying Cry - Barrier B
Task/Cache
Powers
Each character draws from the box a random ally that lists Diplomacy in its check to acquire and attempts to acquire it. If all characters succeed, this barrier is defeated. If any character fails, this barrier is undefeated; banish all the allies, and you may banish this barrier.
Allies:
Seelah - Mongrel Archer - Ally 1
Mongrel/Elite
Check
Charisma/Diplomacy 5 (from random Weapon = Bolas)
Kyra - Researcher - Ally B
Human/Hireling/Basic
Check
Intelligence/Knowledge 7 or Charisma/Diplomacy 6
Crowe - Kimroth Otai - Ally 1
Human/Fighter
Check
Charisma/Diplomacy 7
Imrijka - Demon Hunter - Ally B
Human/Ranger
Check
Melee/Ranged 7 or Charisma/Diplomacy 6