
jduteau |

Turn 04
Blessing: Blessing of Abraxas
04/26
Kyra
changed location...
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:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1(Total: 7)

jduteau |

Turn 05
Blessing: Blessing of Shax
05/25
Crowe
Pitborn Scoundrel - Monster B
Pitborn/Demon/Rogue/Elite
Check
Combat 12
Powers
If the check to defeat has the Cold, Electricity, or Fire trait, the difficulty is increased by 3.
BYA, if you are the only character at your location, the PItborn Scoundrel deals 1d4-1 Combat damage to you.
WYA, damage dealt by the Pitborn Scoundrel may not be reduced.

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I don't know, this session has a different feel: less "We're playing a game!" more "WE'RE ALL GOING TO DIE"
Shouldn't Loneliness be its own Damage?: 1d4 - 1 ⇒ (1) - 1 = 0
I'm not relieved, this only means I shall roll all ones on my combat check against this guy:
Discarded Longsword vs Scoundrel(12): 1d12 + 1 + 1d8 + 1d6 ⇒ (5) + 1 + (1) + (6) = 13
That's it for me.
Recharge:
Blessing Baphomet
BoA
Stalking Armor
Longsword
1d4 ⇒ 3
Hand: Mace, Leather Armor, Sacred Prism, BoA, Blessing of Shax
Deck: 3 Discard: 3 Buried: 5
Note: @ Cavern

jduteau |

To keep with the "WE'RE ALL GOING TO DIE" spirit...
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.
Fiendish Tree - Henchman/Monster B
Plant/Demon/Veteran
Check
Combat 15 (13 + 2 for adventure deck number) I had 14 last time, but it is actually *twice* the 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.

Imrijka -Judge,Jury,Executioner |

I'll discard a BoA as my BYA damage.
Then I'll use Fiery Glare to burn this demon tree down and I'll use the help of my Demon Hunter...
Combat 15: 1d8 + 2 + 2d4 + 1d8 + 1d6 ⇒ (4) + 2 + (2, 1) + (5) + (6) = 20
Defeated.
Recharge 10: 1d8 + 2 ⇒ (5) + 2 = 7
I'll discard my other BoA as the AYA damage, so I have the dagger in case I'm fighting an Ulkreth.

jduteau |

I'll use my Corrosive Dagger (recharged) to put this priest out of his misery.
Combat 10: 1d10 + 1 + 1d4 + 1 + 1d4 ⇒ (9) + 1 + (1) + 1 + (4) = 16
And my turn is done as I have no cards in hand, even if I wanted to explore!
The Demon Hunter is recharged from my discard pile and my hand is reset.
Hand: Hand Crossbow, Corrosive Dagger +1, Magic Padded Armor, Scale of Sacred Weaponry, BoBaphomet
Deck: 4 Discard: 5 Buried: 3
Note: @Canyon

jduteau |

Kyra has a battle against a Fiendish Tree to do, so I will wait until that is done before revealing the next card.
Turn 07
Blessing: Blessing of Pulura
07/23
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:1 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 8)
Crowe
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:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:0 ?:1(Total: 7)
Seelah
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:0 Ba:0 W:1 Sp:1 Ar:1 I:1 Al:3 Bl:1 ?:1(Total: 9)
Kyra
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:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1(Total: 6)
Imrijka
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 |

Bilious Bottle - Barrier 1
Trap/Poison/Elite
Powers
Display this barrier face next to your location. The first time each turn that a character explores this 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.

jduteau |

Collapsing Bridge - Seelah
Giant Bat - Henchman/Monster 1
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.

Seelah the Chosen |

4 combat damage to close. Reveal Helm for 2 then discard helm and glaive
Heal Thyself Pilgrim: 1d4 + 1 ⇒ (1) + 1 = 2
recharge: 1d8 + 1 - 0 ⇒ (2) + 1 - 0 = 3
fails, but randomly recharged at end.
Need the boons to my hand before I can reset
Hand:
(Displayed: )
Deck: 10 Discard: 2 Buried: 6
Note: Collapsing Bridge

jduteau |

Allies still at the Bridge:
Retainer (B) - Recharge to add 1d4 to acquire weapon,item,or ally. Discard to explore.
Blackwing Librarian (B) - Recharge to succeed against an Arcane boon. Discard to explore.
Lann (1) - For your combat check, choose Melee or Ranged and recharge this card to summon random weapon with that trait. After check, banish the weapon. Discard this card to explore. Add the adventure deck number of any card you encounter to checks during that encounter.
And I have you with 19 cards, before the allies (or 22 after), so I think you're missing an acquisition in your deck somewhere.

Kyra, Sarenrae's Light |

I cannot do two combats and there's no location that looks better for me, so I will explore and hope I don't find the h/v.
Join me?: 1d6 + 2 ⇒ (6) + 2 = 8
Nice. I still couldn't close if I explore again so I'll stop.
recharge: 1d2 ⇒ 2
Book o'Lore
Hand: Caravan Guard, Frigid Blast, Belthis, Qstaff, Sagacity
Discards: 1
buried: 4
deck: 8
I'll bury Belthis again. Anyone may claim a card.

jduteau |

Turn 09
Blessing: Blessing of Abadar
09/21
Crowe
Corrupted Crusaders - Barrier B
Cache/Skirmish/Basic
Powers
Summon and encounter the henchman Corrupted Soldier. If the Corrupted Soldier is defeated, add a random ally to your hand.
Quadnys Orlun - Ally 1
Human/Wizard
Powers
Recharge to succeed at a check to acquire or recharge an Arcane card.
Discard to explore. During this exploration, add 1d6 to your non-combat Arcane or Knowledge checks.
Corrupted Soldier - Henchman/Monster B
Human/Soldier/Veteran
Check
Combat 13
Charisma/Diplomacy 10
Powers
If undefeated, the Corrupted Soldier deals 4 Combat damage (instead of the normal damage).

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Discarding Mace:
Smacking some sense into ole' Quadnys: 1d12 + 1 + 1d8 + 1d4 ⇒ (5) + 1 + (2) + (1) = 9
F U C K.
Discard Scared Prism.
End my Turn:
Blessing Baphomet, BoA, Longsword, Blessing of Shax, BoA, Mace, Sacred Prism
Very Timely Free Heal!: 1d7 ⇒ 1
Hand: Heavy Pick, Frigid Blast, Stalking Armor, Leather Armor, Blessing Baphomet
Deck: 0 Discard: 6 Buried: 5
Note: @ Cavern DEAD MAN WALKING.

Imrijka -Judge,Jury,Executioner |

Discard something else, the Sacred prism can be buried to heal some cards mate
I will cure you next time I can!
He couldn't because he only had two cards - the Mace and the Prism.
If I can suggest, can we retroactively say you would have used the Prism first? If we'd been at the table, I'd have suggested you use it and then explore, just because you were at the limit.

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Seelah the Chosen wrote:Discard something else, the Sacred prism can be buried to heal some cards mate
I will cure you next time I can!He couldn't because he only had two cards - the Mace and the Prism.
If I can suggest, can we retroactively say you would have used the Prism first? If we'd been at the table, I'd have suggested you use it and then explore, just because you were at the limit.
My intention in discarding the mace was to forgo the burying of the prism which can't get healed back. I started this scenario on death's doorstep and another bury hurts!
But alas, I'm morally corruptible so here goes my healz roll:
Heal me! (Please don't let Karma play into this roll: 1d4 ⇒ 2
From the left: BoA, Longsword, Blessing of Shax, BoA, Blessing Baphomet
Card 1, Card 2: 1d5 ⇒ 41d4 ⇒ 4
We'll assume combat went as before.
From the left: BoA, Longsword, Blessing of Shax, Mace
Free Heal!: 1d4 ⇒ 1
End and Draw up (for real this time):
Hand: Heavy Pick, Frigid Blast, Leather Armor, BoA, Blessing Baphomet
Deck: 2 Discard: 3 Buried: 6
Note: @ Cavern DEAD MAN WALKING.