| JohnF-1003 CD Kyra |
Kyra would have recharged that Random Armor when resetting her hand, drawing Find Traps.
Hand: Flaming Scimitar +1, Blessing of the Gods, Augury, Holy Light, Find Traps
@Sajan: If Kyra doesn't draw a Cure, she can heal for 1d4+2 in place of her first exploration if she can discard a card with the Divine trait (and if you're both at the same location).
| Pirate Pregen |
With Kyra casting Augury and finding all the monsters Agna will stay at the molten pool and use her crowbar on the bell.
fire damage?: 1d4 ⇒ 2
Agna feels her belt of giant strength melt from her hips.
I could use my blessing of Milani on this, but the math is better to use it on the final check.
perception DC 10: 1d8 + 4 ⇒ (4) + 4 = 8
Seeing the Bell coming Agna will reveal her crowbar to wedge an escape open and use the blessing of Milani for 2 more dice.
dex DC 10: 1d8 + 1d8 + 2d8 ⇒ (8) + (4) + (2, 8) = 22
The flaming bell is hot enough to destroy the crowbar though.
[ooc]discarding crowbar to bell damage
Agna will recharge her badger to explore again and encounter a faceless stalker.
wisdom DC 7: 1d8 + 1 ⇒ (7) + 1 = 8
Using Bastard Sword and the blessing of Irori for an extra die.
Combat DC 12: 1d10 + 4 + 1d10 + 1d10 ⇒ (1) + 4 + (10) + (8) = 23
Agna will recharge her dog to explore again and rush boldly forward with just a bastard sword in hand.
It's the fire spirit! With the scenario power it's DC 14.
Breaking my bastard sword. I'm just a pinch under where I'm comfortable so I'll take Feiya's Black Spot for a 3 DC reduction.
combat 11: 1d10 + 4 + 1d10 + 1d10 ⇒ (6) + 4 + (6) + (7) = 23
Success! I'll close the molten pool, taking 3 fire damage but with no cards in my hand I'm immune!
On to you Feiya.
| Pirate Pregen |
Hand: Repelling Pike +1, Blessing of Abadar, Main-Gauche +1, Fox, Staff of Minor Healing, Saber-Toothed Tiger, Blessing of Erastil (1)
Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes:
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
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 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck
After the next blessing flips I'll staff of minor healing myself before anything bad happens, recharging... bastard sword.
Leaves me 8 cards in my deck, and I know the order of them all
| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr urgently projects her image to speak to every Pathfinder, and appears to be holding tightly to a steel ring near an alien device. “Everyone, brace yourselves. We have finished repairs of a strange craft on the bright side of the asteroid, and the engines will fire shortly, hopefully causing this rock to spin and even out the extreme temperatures. This may get a bit bumpy though in three…two…one... Hold on!”
A sudden jolt shakes the entire asteroid, sending anything unsecured reeling as the stars begin to spin overhead.
Table GMs, the Engines benefit is now in play. Vroooooom!
cartmanbeck
RPG Superstar 2014 Top 16
|
During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”
At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.
Turn: 8 Feiya/skizzers
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 17
Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Agna/Pirate Rob
The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz, Sajan/zeroth, Kyra/JohnF
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Henchman Monster 2
Traits
Outsider
Fire
Elemental
Check
Combat
10
Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Liquid
Alchemical
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:2
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Henchman Monster 2
Traits
Outsider
Fire
Elemental
Check
Combat
10
Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Monster C
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Monster B
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
5
Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Volcanic Vents
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Scorched Obelisk
At This Location: If a check to defeat a bane is exceeded by more than 4, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:2
Ally B
Traits
Elf
Scout
Check
Wisdom
Perception
6
OR
Charisma
Diplomacy
7
Powers
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Fire
Check
Combat
12
Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Henchman Monster 2
Traits
Outsider
Fire
Elemental
Check
Combat
10
Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
cartmanbeck
RPG Superstar 2014 Top 16
|
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| skizzerz - CD Feiya |
Sorry for the delay, today was a very busy day for me (couldn't do Free RPG day either, sadface)
Recharging Black Spot vs Arcane DC 6: 1d12 + 4 ⇒ (8) + 4 = 12 Black Spot is recharged.
Feeling Hot, Hot, Hot: 1d4 ⇒ 4 Feiya has managed to adjust to the heat somewhat, perhaps due to the asteroid spinning around to even out the temperatures.
Feiya shouts "Hey Kyra, do you think you might know what's left around here?" [u]Kyra casts her Augury spell[/u] looking for monsters, and finds a Goblin Warchanter, a Satyr, and a Fire Spirit. Fire Spirit on top, then the Warchanter, then Satyr. As Kyra informs her of what is ahead, she thanks her and prepares herself to face down the Fire Spirit. Maybe defeating this guy will make it a bit cooler in here.
I have just the spell prepared for you, Feiya thinks as she readies her Frigid Blast. She sends Daji to distract the Fire Spirit in order to get a better opening for the blast. Recharging Daji (Ally) per character power to reduce difficulty by 5. Frigid Blast has the Cold trait, so that adds another die.
Combat 9 (10+4-5): 2d12 + 2d4 + 4 ⇒ (3, 4) + (1, 1) + 4 = 13 Daji's aid was immensely helpful, as Feiya does not believe that the blast would have been successful without her fox's aid.
Recharge Frigid Blast vs Arcane DC 6: 1d12 + 4 ⇒ (5) + 4 = 9 Frigid Blast is recharged.
Feiya finds some sort of mechanism that she believes will secure the area, if only she knew how to use it. Knowledge DC 6 to close: 1d12 + 4 ⇒ (4) + 4 = 8
The Old Light is closed. I reset my hand and end my turn. I plan on heading to the Throne Room next as I have a decent shot at temp-closing it. I have Good Omen ready for helping on a temp close, wherever the villain might be.
Hand: Cure, Wolf, Blessing of the Gods, Staff of Cackling Wrath, Life Drain, Good Omen, Sapphire of Intelligence
Displayed: Daji (Cohort)
Deck: 9 Discard: 2 Buried: 1
Notes: Good Omen and Blessing of the Gods are up for grabs.
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2
Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.
| JohnF-1003 CD Kyra |
Catching up:
Recharge 8: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 15 recharges the Augury she used off-turn.
Kyra pretty much needs to head to Sajan's (new) location so she can heal him on her turn. She can't easily close either of the remaining locations, so she has no strong preferences for where Sajan should go
It's probably marginally better for us to split two and two in the medium term - that gives us two chances to temp close if we run into the villain
| zeroth_hour's Sajan |
Actually, I'm going to Obelisk even though I'm virtually guaranteed to take the 1d4 Electricity damage:
1) I have a Blood Periapt, which will mostly absorb the hit, and potentially recharges.
2) I have a Blessing of Lamashtu, which matches the top card of the blessings discard pile. Which means it also recharges.
3) Feiya can't close the Obelisk very well if we do the 2 and 2 plan.
4) Feiya can emergency Cure Agna if need be if Agna goes to the Throne Room.
Blessing of Lamashtu is on top. Start of turn Fire damage:
fire!: 1d4 ⇒ 3
Another jet of fire burns Sajan, making him drop the Blessing of Milani. Despite his wounds, he presses on to the Obelisk.
It was a very painful decision to figure out whether to drop the Milani or Abadar, btw.
Move to Scorched Obelisk (an AD4 location!) and explores. It's Shalelu Andosana.
Shalelu! It's nice to see your face around! Remember me?
DC Wisdom 6: 1d8 + 1 ⇒ (5) + 1 = 6
Shalelu is excited to see a familiar face. "Boy are you a sight for sore eyes... I've been wandering around this rock, lost."
"Let's wander around carefully. We've been looking for this Ifreeti..."
Recharge the Blessing of Lamashtu to explore. Encounter the Ifreeti.
Well, at least we're only losing 1 blessing this time. And not taking a ton of damage from the Obelisk.
Revealing Venomous Fighting Fan +1 (unfortunately not able to recharge it as it is immune to Poison) and recharging Blessing of Abadar for a d12. I think I will take Feiya's BotG as well (s'il vous plait) because I want this villain defeated (even at the cost of 1d4 Electricity damage). The villain discarded the blessing into BotG, so no Lamashtu bury (not that I needed it)
Combat DC 16: 2d12 + 1d10 + 1d4 + 9 ⇒ (4, 8) + (10) + (3) + 9 = 34
The Ifreeti ambushed them, though Sajan got the better of him. However, the Obelisk releases a giant burst of electricity.
damage from Ifreeti fight: 1d4 ⇒ 2
The Blood Periapt glowed and stopped the damage, though Shalelu wasn't so lucky. "No!" Said Sajan as he rushed over to her side. "We'll get a team here to stabilize you and get you squared away."
Discard Blood Periapt to absorb the 2 Electricity, then discard Shalelu.
Fortitude DC 6 check to recharge Periapt: 1d6 + 2 ⇒ (4) + 2 = 6
Blood Periapt recharges. Location is closed, end turn.
We now have some breathing room, so if you could, I'd still like to get healed, Kyra.
Hand: Kama, Emerald of Dexterity, Blessing of the Gods (B), Blessing of the Gods (A), Venomous Fighting Fan +1
Displayed:
Deck: 5 Discard: 8 Buried: 0
Notes: Blessings up for grabs.
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1
Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).
cartmanbeck
RPG Superstar 2014 Top 16
|
During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”
At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.
Turn: 10 Kyra/JohnF
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 14
Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Agna/Pirate Rob
The Old Light
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Feiya/skizzerz, Kyra/JohnF
Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:1 I:2 Al:0 Bl:0 ?:3
Spell 2
Traits
Magic
Divine
Check
Wisdom
Divine
8
Powers
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Henchman Monster 2
Traits
Outsider
Fire
Elemental
Check
Combat
10
Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Item 2
Traits
Accessory
Magic
Check
Constitution
Fortitude
5
Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Blessing C
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Monster C
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster B
Traits
Human
Elite
Check
Combat
11
Powers
Before the encounter, discard a random ally from your hand.
Weapon B
Traits
Knife
Ranged
Piercing
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Item C
Traits
Liquid
Alchemical
Healing
Check
Intelligence
Craft
5
Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Fire
Check
Combat
12
Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
Volcanic Vents
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Scorched Obelisk
At This Location: NO BOX
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:1 ?:2
Closed
Located here: Sajan/zeroth
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier 2
Traits
Skirmish
Cultist
Elite
Check
None
Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Henchman Monster 2
Traits
Outsider
Fire
Elemental
Check
Combat
10
Powers
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add a die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Lock
Elite
Check
Dexterity
Disable
8
OR
Strength
Melee
16
Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Armor B
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon 1
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
cartmanbeck
RPG Superstar 2014 Top 16
|
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
| JohnF-1003 CD Kyra |
OK - Kyra heads for Sajan's location.
She doesn't have a Cure spell, so she uses her Blessing of the Gods (and her power) to heal Sajan for 1d4+2, then discards the blessing.
There's nothing else to do here, so she resets her hand (drawing a Cure and her Pearl of Wisdom) and ends her turn.
@Sajan: I can follow you to your new location, and cure you on my next turn.
Hand: Flaming Scimitar +1, Cure 2, Pearl of Wisdom, Holy Light, Find Traps
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Location: Scorched Obelisk - Spells available
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2
Hand Size 5
Light Armors Heavy Armors [X] Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([X]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([X] 4) and you may add the Magic trait ([ ] and/or Fire trait)
| Pirate Pregen |
Well, I guess I'm headed to the Throne Room
Exploring gives me consecration, a spell 2!
Using Feiya's Good Omem and recharging my fox to acquire.
Wisdom DC 8-3=5: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12
Success!
I'll recharge my Saber-Toothed Tiger to explore again.
It's the Fire Spirit!
Rebelling Pike +1, recharge Main-Gauche, Blessing of Erastil
Combat 14: 1d10 + 4 + 1d8 + 1 + 1d6 + 1 + 1d10 ⇒ (9) + 4 + (2) + 1 + (1) + 1 + (6) = 24
Having found the spell 2, I'll try thee temp close to isolate the villian.
Using my Blessing of Abadar and Sajans Blessing of the Gods. (Since he's got 2 blessings)
Cha 6 Close Check: 3d6 ⇒ (2, 3, 1) = 6
I'll discard consecration and peek at the villain at the end of my turn.
Hand: Repelling Pike +1, Cure, Wooden Shield, Crow, Blessing of Erastil (2), Giant Badger, Dog
Displayed:
Deck: 5 Discard: 10 Buried: 0
Notes:
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
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 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck
| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr’s projection appears once again to every Pathfinder. Behind her is a map of the Asteroid, Aucturn’s Tear, lit up with different colors around the different regions.
“Good news, everyone! Our tactical reports coming from the region known as Area F, ‘The Sea of Fire’, tell us that the entire region has been claimed and is now safe for travel! Keep going, Pathfinders!”
The Sea of Fire has been Claimed!
| zeroth_hour's Sajan |
Number of cards healed: 1d4 + 2 ⇒ (4) + 2 = 6
Haha! Agna probably needs some healing now. But we're also getting real close.
Sajan thanks Kyra once again for her kindness. At the news of the Sea of Fire being claimed, Sajan does a fist pump. "This is amazing news!"
Cards shuffled: Kusarigama, Blessing of Abadar (B), Researcher, Shalelu, Ring of Wave Walking, Riftwarden
Hand: Kama, Emerald of Dexterity, Blessing of the Gods (B), Venomous Fighting Fan +1
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Blessings up for grabs.
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1
Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).
cartmanbeck
RPG Superstar 2014 Top 16
|
During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: Treat the villain Ifreeti and the henchman Fire Spirit as if they have
the Veteran trait and the following power: “The difficulty to defeat
is increased by twice the scenario’s adventure deck number.”
At the start of your turn, roll 1d4; if the result is less than the
number of characters, you are dealt 1 Fire damage.
Turn: 12 Feiya/skizzers
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 12
Molten Pool
At This Location: At the start of your turn, you are dealt 1 Fire damage.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
The Old Light
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Feiya/skizzerz
Throne Room
At This Location: At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob
Villain Monster 2
Traits
Outsider
Elemental
Janni
Fire
Check
Combat
12
Powers
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
Volcanic Vents
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Scorched Obelisk
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Sajan/zeroth, Kyra/JohnF
Torture Chamber
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
| skizzerz - CD Feiya |
Recharge Good Omen vs Arcane DC 8: 1d12 + 4 ⇒ (6) + 4 = 10 Good Omen is recharged.
I fell down into a burning ring of fire: 1d4 ⇒ 4 Feiya is still acclimated to the heat, and avoids the Fire damage.
Feiya faces down the Ifreeti, leveling her staff at it. Recharging Wolf to reduce difficulty by 4, using my Blessing of the Gods, Sajan's Blessing of the Gods, and Agna's Blessing of Erastil. Revealing Staff of Cackling Wrath, displaying Life Drain, healing Soldier, then discarding Life Drain.
Combat 12 (12+4-4): 4d12 + 2d4 + 4 ⇒ (2, 1, 5, 10) + (2, 4) + 4 = 28 The Ifreeti slumps to the ground, thoroughly defeated. We win.
[ooc]I acquired Solider (Ally B) and Charm Person (Spell B), so nothing great. I get Verdure's Wrath (Spell 2) as a bonus deck upgrade from last scenario's reward.
| skizzerz - CD Feiya |
Whoever was interested in the Spell 2 upgrade (maybe just Kyra?), can you please let me know what you'll be getting with it? My spells are mostly good; there's a small upgrade that I can get with a Spell 2 (Dehydrating Touch) but I'm willing to pass it up if one of you can get a better upgrade with it.
cartmanbeck
RPG Superstar 2014 Top 16
|
Acquired:
Charm Person (Spell B)
Consecration (Spell 2)
Magic Leather Armor (Armor B)
Crowbar (Item B)
Shalelu Andosana (Ally B)
Blessing of Irori (Blessing B)
Blessing of the Gods (Blessing B)
Development:
The ifreeti Fahaz Nahlam smiles and shrugs with chagrin with
his back to one corner of his palace. “You certainly know how
to throw a party, oh brutal guests,” he admits with a bow. “My lady
Ymeri aids the Fossilized King Ayrzul only due to ancient pacts,
and it is no doubt his prisoner that you seek. I shall lead you
deeper and beyond my own realm, though unless you can weaken
Ayrzul’s grip on this place, he will continue to block your way.
You would do well to explore other regions, and as you do, travel
with my blessing.” He waves his hands over you, and suddenly the
caverns’ oppressive heat fades to a pleasant warmth, as if fire could
harm you no more.
| zeroth_hour2 |
I actually used your BotG on my turn, but even taking the biggest die out of that stack would cause a win, so we win.
I would have liked a Weapon B to get an upgrade to the Invigorating Temple Sword +2, since the owner is me. This is somewhat of a downgrade and an upgrade, since I only get +7 static bonus (albeit with a d8) but the important thing is that healing power (less important: Supernovaing a villain by doing recharge power + play blessing = d12 + d10 + 2d8 + 7).
But we can probably find a Weapon B anywhere. Or take a card feat.
| skizzerz |
Seconding CMB to never replace Find Traps with anything (unless there's a better Find Traps). Replacing Holy Light with Wisdom sounds decent for CD Kyra as you aren't really using spells to attack anyway, so you can grab that upgrade.
zeroth: whoops, missed that somehow. But yeah, even taking out the largest d12 it still is high enough.
| skizzerz |
In three scenarios, I have yet to see you use it once. It is simply inferior to your swords. An Attack spell is useful very early on to defeat things that require the Magic trait to defeat (although CD Kyra bypasses that as well I think due to a power). Otherwise, you run into far more things that are immune to spells than things that are immune to swords. At worst, you're facing a +4 difficulty when fighting things like skeletons.
If you think that you don't have enough attack things in your deck to reliably have something to fight with, take an extra weapon as your next card feat. It synergizes with your character much better, in my opinion.
That said, if you really feel set on keeping both the attack spell and Find Traps, I'll make sure the Spell 2 upgrade doesn't go to waste (it's just less of an upgrade for me, basically nets +2 average on my combat checks due to 2d6 vs 2d4). I think Wisdom is a significantly better upgrade, as that's +3 on a number of important check types (such as your Divine checks to recharge spells, Wisdom/Survival to acquire animal allies, and Wisdom/Perception which we seem to be running into a lot this adventure).
Protect also is a solid pick for a support spell. It reduces any damage type, dealing you half as much Combat damage, meaning easily reduced by revealing armor. I personally think between that and Wisdom that Wisdom is the better pick, as ideally people won't be taking that much damage anyway. But that's just me.
| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
“More tactical reports have been flowing in to our Control Center,” Sorrina Westyr proclaims as her image appears once more to all of you. She points her wand at a now glowing region of the Asteroid. “We’ve cleared another region! Area D, The Frozen City has been claimed and is now safe for travel!”
| JohnF-1003 CD Kyra |
OK, OK. Kyra has decided she would like to swap out her attack spell for "Wisdom".
(apparently she feels she needs a little more help in making a wise decision)
I tend to group Protect into the same category as armour - I'd rather not give up a spot in my hand to negate damage that wouldn't have occurred if I'd had an extra blessing :-) (or, as my barbarian character would put it, they can't hurt you if they're lying on the floor bleeding out).
When (or if) Kyra gets her next card feat, I'll probably go for an extra item - being limited to one is becoming a bit too restricting, though I don't regret having chosen extra spells for my first two card feats.
| JohnF-1003 CD Kyra |
For the Blessing 2 upgrade pending from last time Kyra chooses to replace her Blessing of Sarenrae with a Blessing of Sivannah
I was considering the blessing of Milani (which gives two dice to non-combat Dexterity or Wisdom), but Kyra's already pretty good at wisdom-based checks, and with a d4 dexterity even two extra dice don't help her that much. The blessing of Sivannah, though, adds two dice to non-combat Intelligence or Charisma. Kyra has d6 for both of those, so that means she can be a reasonable second string with those skills.
cartmanbeck
RPG Superstar 2014 Top 16
|
During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.
During This Scenario: When setting up the scenario, divide the blessings deck into 5
stacks of 6 cards each. Shuffle the henchman Oracle of Iovo into
each stack, then put the stacks on top of each other to create
the blessings deck. When Oracle of Iovo is discarded from the
blessings deck, summon and encounter it.
When you defeat the henchman Oracular Pool, display it next to
the scenario. Add 2 to your check to defeat Oracle of Iovo for each
Oracular Pool displayed.
To win the scenario, close all locations.
Turn: 0
Blessings Remaining: 35
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Iomedae
Check
Charisma
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Henchman Monster 2
Traits
Outsider
Elemental
Oracle
Veteran
Check
Combat
12
THEN
Combat
14
Powers
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Henchman Monster 2
Traits
Outsider
Elemental
Oracle
Veteran
Check
Combat
12
THEN
Combat
14
Powers
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Henchman Monster 2
Traits
Outsider
Elemental
Oracle
Veteran
Check
Combat
12
THEN
Combat
14
Powers
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Henchman Monster 2
Traits
Outsider
Elemental
Oracle
Veteran
Check
Combat
12
THEN
Combat
14
Powers
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Henchman Monster 2
Traits
Outsider
Elemental
Oracle
Veteran
Check
Combat
12
THEN
Combat
14
Powers
Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and draw it.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:3 Bl:0 ?:1
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.
Monster C
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Armor B
Traits
Heavy Armor
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 1
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
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.
Ally B
Traits
Human
Basic
Check
Constitution
Fortitude
4
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Monster B
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Armor 2
Traits
Light Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this location deck, search it for boons and then banish them.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, search this location deck for boons and draw them.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:5 Bl:0 ?:1
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Human
Rogue
Veteran
Check
Combat
9
Powers
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Ally 1
Traits
Animal
Arcane
Check
Wisdom
Survival
Intelligence
Arcane
7
Powers
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster B
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Ally C
Traits
Animal
Check
Wisdom
Survival
8
Powers
Recharge this card to add 1d6 to your combat check.
Discard this card to explore your location.
Barrier C
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Ally 1
Traits
Human
Bard
Rogue
Check
Charisma
Diplomacy
7
Powers
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Ally B
Traits
Human
Elite
Check
Arcane
Divine
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Barrier B
Traits
Skirmish
Veteran
Check
Dexterity
Acrobatics
Wisdom
Perception
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Ally C
Traits
Human
Basic
Check
Dexterity
Stealth
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 1
Traits
Heavy Armor
Magic
Elite
Check
Constitution
Fortitude
7
Powers
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this locatoin recharges a card and may then draw a card.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 ?:1
Ally B
Traits
Human
Sage
Basic
Check
Wisdom
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Item B
Traits
Clothing
Magic
Check
Dexterity
Acrobatics
5
Powers
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
Monster C
Traits
Undead
Elite
Check
Combat
11
Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Barrier 2
Traits
Obstacle
Elite
Check
Dexterity
Acrobatics
10
Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell C
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Cell
At This Location: Succeed at a Strength or Disable 7 check to move.
When Closing: Bury an ally.
When Permanently Closed: On closing, move and end your turn.
M:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:3 Bl:0 ?:1
Weapon B
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits
Cache
Lock
Elite
Check
Dexterity
Disable
10
OR
Strength
Melee
8
Powers
If defeated, add 1d4 random items from the box to your hand.
Ally 2
Traits
Human
Hireling
Check
Charisma
Diplomacy
7
Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Ally C
Traits
Halfling
Basic
Check
Dexterity
Acrobatics.
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Item C
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Cemetery
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 then bury a card.
When Permanently Closed: No effect.
M:3 Ba:1 W:2 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Weapon C
Traits
Sword
Melee
Piercing
Finesse
Basic
Check
Strength
Melee
4
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. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Henchman Barrier 2
Traits
Trap
Cold
Magic
Veteran
Check
Dexterity
Disable
9
OR
Intelligence
Arcane
11
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Item B
Traits
Tool
Basic
Check
Strength
3
Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Monster B
Traits
Human
Cultist
Basic
Check
Combat
9
Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
| JohnF-1003 CD Kyra |
Kyra won't be starting at the Mill, even though the +2 on Slashing would match her style - the closing check would be tough with a d4.
The Cell would be OK (although she'd probably need a blessing to move away), but not until she's drawn or accquired an ally.
She could do that at the Citadel, but somebody who makes better use of allies would probably get more benefit from that location
She doesn't like the look of the Collapsing Bridge one bit - if we have anyone who can move at the end of their turn they should probably take care of that to avoid losing too many boons (even though we aren't actually using them for upgrades)
That means she'll probably start at either the Town Square or the Cemetery (starting there is fine - she just doesn't want to end up there).
I'll pick the Town Square for now.
Hand: Flaming Scimitar +1, Chain Mail, Magic Half-Plate, Wisdom, Cure 1
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Location: Town Square - Spells available
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2
Hand Size 5
Light Armors Heavy Armors [X] Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([X]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([X] 4) and you may add the Magic trait ([ ] and/or Fire trait)