
jduteau |

Turn 20
Blessing: Blessing of Ascension
20/10
Kyra
Locations:
Cemetery
CLOSED
Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 Henchman:2 Villain:1(Total: 12)
Crowe
Manor House
CLOSED
Torture Chamber
CLOSED
Kyra, Imrijka
Cell
CLOSED
Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:0 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:0 Henchman:1(Total: 4)
Seelah

jduteau |

Turn 21
Blessing: Blessing of Ascension
21/9
Imrijka
Locations:
Cemetery
CLOSED
Laboratory
At This Location: When you would banish an item for its power, bury it instead.
When Closing: Succeed at an Intelligence 7 or Craft 5 check.
When Permanently Closed: On closing, draw a random item from the box.
M:2 Ba:0 W:0 Sp:2 Ar:0 I:2 Al:2 Bl:1 Henchman:2 Villain:1(Total: 12)
Crowe
Manor House
CLOSED
Torture Chamber
CLOSED
Imrijka
Cell
CLOSED
Great Hall
At This Location: When you encounter a henchman or villain, BYA, summon and encounter a Demonling.
When Closing: Succeed at a Wisdom or Perception 5 check.
When Permanently Closed: At the start of your turn, you may recharge 1 card and draw 1 card.
M:0 Ba:0 W:1 Sp:1 Ar:0 I:0 Al:0 Bl:0 Henchman:1(Total: 3)
Seelah, Kyra

jduteau |

Imrijka is moving to the Laboratory...
Laboratory - Imrijka
Karsos
Check
Combat 14
Divine 11
Powers
Immune to Mental and Poison. If the check to defeat does not have the Magic trait, Karsos is undefeated.
BYA, if this is your first exploration of the turn Karsos deals you 1d4-1 Combat damage.
If undefeated, summon and build the location Maze and move there.

Imrijka -Judge,Jury,Executioner |

Ha ha, I keep finding him on my first exploration! He keeps sneaking up on me! At least this time I have armor!
I don't want to lose to him, but there does seem to be some good stuff left. Up to Kyra and Seelah to temp close the Great Hall or not. :)
I'll wait until they've done that and then take on the villain.

Imrijka -Judge,Jury,Executioner |

Okay, I'll use my trusty Hand Crossbow and recharge one of my BoAs to get the Divine and Magic traits and 1d4. I'll use my other BoA (for 1 die), Kyra's Abraxas (for 1 die), and Crowe's Shax (for 2 die).
First, I take damage because he sneaks up on me...
Boo!: 1d4 - 1 ⇒ (4) - 1 = 3
I recharge my Magic Scale mail for the damage.
You're going down, you ghosty Minotaur!: 1d10 + 1 + 1d4 + 1d10 + 1d1 + 2d10 ⇒ (2) + 1 + (3) + (2) + (1) + (9, 10) = 28
And Crowe's blessing comes through for us!
The villain is defeated and cornered, so we have successfully completed the Traitor's Lodge!

Seelah the Chosen |

Dropping Sickle, Sacred Prism, Raconteur, Vulture.
Hand:
(Displayed: Longsword Mace Longspear Glaive +1 Scale Mail Magic Shield Paladin's Helm Sage's Journal Teamster Interrogator Cure Baphomet Ascension Ascension Ascension )
Deck: 0 Discard: 0 Buried: 0
Note:
Sacred Prism should go to someone that otherwise cannot heal methinks!

jduteau |

Who could that be? ::whistles::
I wouldn't mind taking it in lieu of the Potion of Striding, since I have a power that is for the most part superior save the defeat a bane requirement (But that's totally my thing!)
I think you should take it. I have my power which adds Magic to a check, so the Prism would also give you that ability as well.

jduteau |

B-5: Vengeance at Sundered Crag
Locations:
Abattoir
At This Location: The difficulty of any check to defeat a bane is increased by 4.
When Closing: Summon and defeat the henchman Brimorak.
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1(Total: 10)
Sanctum (Abyssal)
At This Location: When you move, bury a card.
When Closing: Banish a card that has the Corrupted trait.
When Permanently Closed: On closing, you may bury a card to move.
M:3 Ba:1 W:2 Sp:2 Ar:1 I:0 Al:0 Bl:0 ?:1(Total: 10)
Abyssal Rift
At This Location: Blessings played by characters at this location add d4 instead of the normal die. At the end of your turn, flip this card. Blessings played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always open. Bury a blessing to flip this card. This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 10)
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M:3 Ba:3 W:0 Sp:0 Ar:1 I:0 Al:2 Bl:0 ?:1(Total: 10)
Abyssal River (Abyssal)
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.
M:3 Ba:2 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:1 ?:1(Total: 10)
Watchtower
At This Location: You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1(Total: 10)
NOTE: Not available until Thurl and Inhaz has been cornered and defeated.
Scenario Rules: When you defeat and corner the villain Thurl and Inhaz, summon and build the location Watchtower and shuffle the villain Tancred Desimire into it. You win the scenario only when you defeat and corner Tancred Desimire.
Villain #1: Thurl and Inhaz
Dwarf Summoner and Outsider Eidolon
Check
Combat 14 (Thurl)
then
Combat 12 (Inhaz)
Powers
All dealt by Inhaz is Poison damage. If you fail the check to defeat Inhaz, this card is evaded; set it aside, and for each other open location, stack 1 random monster from the box on top of it, then shuffle 1 random card from that stack into each open location.
Villain #2: Tancred Desimire
Human Conjurer
Check
Combat 15
Arcane 12
Powers
Before any character attempts to temporarily close a location, that character summons and encounters a random monster from the box; that monster may not be evaded.
BYA, if there are other cards in your location deck, succeed at an Intelligence/Knowledge 7 check or Tancred Desimire is evaded.
Henchmen: Unfettered Eidolon
Outsider Eidolon
Check
Combat 11
Powers
If defeated, you may immediately attempt to close the location this henchman came from.
Three cohorts are available:
Cecilia the Uprooter
Elf Ranger
Powers
When you encounter a bane that may be evaded, recharge this card to evade it or to add 1d4 to your checks to defeat it.
Bury this card to explore your location. During this exploration, you may evade any monster you encounter.
Vinst
Satyr Druid
When any character defeats a henchman from a location deck, return this card to the box to allow that character to automatically close that location.
Bury this card to search your deck or discard pile for an ally that has the Animal trait and add it to your hand.
Sir Ilivan
Half-Elf Cavalier
Powers
Reveal this card to add 1d8 to your check to defeat a bane that has the Outsider trait.
Bury this card to add 2d8 to your check to defeat a bane that has the Outsider trait.
During your give a card step, reveal this card to give it to another character at any location.

Imrijka -Judge,Jury,Executioner |

I'll head to the Torture Chamber and take Vinst so that I can close it without taking the stupid damage. NOTE: We can also use him for the Sanctum if we don't have a Corrupted boon to get rid of. I can also take Cecilla if no one else wants her. I'll probably use her right away to explore again.
Hand: Corrosive Dagger +1, Mysterious Disk, BoA, BoA, BoBaphomet, Vinst
Deck: 10 Discard: 0 Buried: 0
Note: Torture Chamber

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Hmm. The rest of my post was cut off.
Thanks for the heads up. I forgot that tidbit.
Partial Reroll: 14 + 2d4 ⇒ 14 + (1, 2) = 17
I'm down to my handsize so I'll stop there:
Hand: Mace, Longsword, Leather Armor, BoA, Sir Ilivan
Deck: 9 Discard: 2 Buried: 0
Note: Abyssal Rift, Heading to ABATTOIR on my next turn.