Pathfinder ACG #8-00: Cosmic Captive (Table 1) [TIER 1-3] (Inactive)

Game Master cartmanbeck

Hawk's Table

Turn Order:
Kyra/JohnF
Agna/Pirate Rob
Feiya/Skizzerz
Sajan/zeroth_hour2

Summoned Spell 1:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Summoned Spell 2:
Cure
Spell B

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.

Summoned Spell 3:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Summoned Spell 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Summoned Spell 5:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Summoned Spell 6:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.


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Tier 3.3/2 Die Bumps

I pick Mill I suppose, since it's literally designed for my character.

Sajan (CD) wrote:

Hand: Kusarigama, Researcher, Blessing of Abadar (B), Mastiff, Blessing of Milani,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+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).


Deck Handler // Tier 6.12 // 11 hero points

Feiya starts at the Town Square with Kyra. Judging by the scenario powers, there doesn't look to be a villain, so spreading out is less useful. I can self-heal discarded spells very easily so I can get a ton of extra explores at the Square for basically no cost. Agna would be great at the Citadel due to recharging allies to explore again and then grabbing the allies back from the bottom of the deck (which also shuffles it).

Feiya wrote:

Hand: Black Spot, Staff of Cackling Wrath, Lightning Touch, Blessing of Sivanah, Blessing of the Gods, Verdure's Wrath, Life Drain

Displayed: Daji (Cohort)
Deck: 10 Discard: 0 Buried: 0
Notes: Black Spot and blessings up for grabs.

Skills and Powers:
SKILLS

Strength d4 ☐+1
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.

As usual, Feiya will display Daji as soon as possible on the first turn (after the first blessing flip/start of turn effects). This is already reflected in the summary above.


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3
Agna - Dwarf Ranger wrote:

Hand: Staff of Minor Healing, Snow Leopard, Longsword, Belt of Giant Strength, Cure, Wooden Shield, Blessing of Abadar

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
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

I'll start wherever Kyra wants to move to so that I can hand her my cure on my turn.

Let me know.


Tier 3.3 // 2 die bumps

So it looks as though we'll mostly be gathering in the Town Square.

Over to you, Sajan!

Edit: repeating post of my hand so it's on the current page

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

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
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)


Tier 3.3/2 Die Bumps

I have a game night tonight, so I'll be a bit tentative. I will post the first turn sometime tonight, though.


Tier 3.3/2 Die Bumps

Triumphant from their dealings with the Ifreeti and the hot areas of the asteroid, Sajan and the others laid to rest and dreamed, a dream of an alternate timeline, one where they chose the path of ice.

How peculiar, Sajan thought, as he stepped into what looked like a Sawmill. Why would they have a sawmill on this alien world? I couldn't really see a lot of trees here. Nevertheless, it would be good to see what was happening.

Top card is a Blessing of the Gods (not an Oracle.) Start exploring at the Mill. Mystic Inscription.

Sajan discovers a set of Mystic Runes at the mill. While knowing that Oracles of Iovo would show up, but not knowing their danger, he decided to be conservative in dealing with it.

I'm going to treat this as a regular scenario, but still conservative because we don't know what we're dealing with (I would if I remembered but I still couldn't tell you guys cause metagaming), so I'm going to use the Researcher. Problem is, normally I would just pull the really good Blessing of Sivanah if this were playing things for real (cause Feiya would be looking for a spell 2)!

Oh whatever, I'll do it anyway and you guys can chastise me later.

Use Researcher and use Feiya's Blessing of Sivanah.

Intelligence DC 10: 4d6 ⇒ (3, 6, 3, 4) = 16

Number of spells from the Inscription: 1d4 ⇒ 2

With some divine inspiration from Sivanah and a bit of help from a Researcher (who also looked somewhat like Kyra), Sajan was able to decipher the runes and get a few scrolls.

Discard Mastiff to explore. An Ogre. Reveal the Kusarigama by itself (static bonus of 11 + d10 + d6, and safety on failure. Yay Mill!).

Following the Mastiff's nose lead him down to... an Ogre. Not the best, but dispatching an Ogre isn't exactly hard.

Combat DC 14: 1d10 + 1d6 + 11 ⇒ (3) + (4) + 11 = 18

Sajan took him down without much of a fight.

End turn. Will wait for drawn spells, but most likely will discard them all.

Still have a Blessing of Abadar and Blessing of Milani up for grabs.


Tier 3.3 // 2 die bumps

Advance Blessing Deck - Blessing of the Gods

Kyra explores the town square, and meets a Sage
Wisdom 7: 1d10 + 3 ⇒ (5) + 3 = 8 the sage accompanies Kyra for a while.

Discarding chain mail to explore again
Kyra drops her chain mail to rummage around a clothing stall.
She finds an interesting looking pair of boots that look rather like a pair she used to have, but on closer inspection decides the asking price is a little too high.
Kyra can't make a DEX 5, so the Boots of Elvenkind go back in the box.

Discarding Sage to explore one more time
She finds a Longsword lying behind a barrel
Melee 6: 1d10 + 2 ⇒ (6) + 2 = 8 and decides a spare sword might come in handy

Feeling (possibly over-)confident, Kyra searches the square again
discarding Magic Half-Plate to explore

Another skeleton? Well, even without my club I should be able to deal with this!
Testing the feel of the longsword, Melee 8+3: 1d10 + 2 + 1d8 + 4 ⇒ (5) + 2 + (7) + 4 = 18 it seems more than good enough!

Well, that's probably enough for now!
I've found an Ally, an Item, a Weapon and a Monster. I'll leave the rest for the next person

Kyra paused for a moment to rest and recover, and attempts to regain her strength
Using the Cure spell to Heal: 1d4 + 1 ⇒ (4) + 1 = 5 everything in her discard pile

Recharge 8: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 recharges the Cure.

She draws a Blessing of Pharasma and a Blessing of Cayden Cailean and ends her turn.

Hand: Flaming Scimitar +1, Blessing of Pharasma 1, Blessing of Cayden Cailean, Wisdom, Longsword (Found)
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Location: Town Square - Blessings and Spells available

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
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)


/cries at yet another missed opportunity to roleplay out the effects of a Boots of Elvenkind on Sajan's Acrobatics weapons


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Agna hands her cure off to Kyra before heading off to the Citadel.

I found... An Oracular Pool. A strange Barrier Henchman

Oracular Pool:

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.

It's going to be a Dex 11 for me. I'll use my blessing of Abadar and Sajan's' Blessing of Abadar

3d8 is only ~75%, 4 dice should be fine but I don't see a good reason not to be extra sure with the better blessing.

Dex DC 11: 5d8 ⇒ (3, 3, 8, 4, 8) = 26

Properly seeing the future Agna will attempt to close the Citadel.

Reveal Longsword, reveal belt of giant strength, recharge wooden shield, recharge Snow Leopard.

Combat 13: 1d10 + 4 + 1d8 + 1 + 1d6 + 1 + 1d4 ⇒ (5) + 4 + (1) + 1 + (4) + 1 + (2) = 18

Citadel closed, which ends my turn.

Once the next turn starts I will recharge me Staff of Minor Healing to recharge my Blessing of Abadar.

Agna - Dwarf Ranger wrote:

Hand: Main-Gauche +1, Longsword, Belt of Giant Strength, Saber-Toothed Tiger, Blessing of Milani, Fox

Displayed:
Deck: 11 Discard: 0 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
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

As always, Blessing (of Milani) happy to use and Fox (d4 int/wisdom) reluctant to use.

Silver Crusade RPG Superstar 2014 Top 16

Summoned Spell 1:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Summoned Spell 2:
Guidance
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
2

Powers
Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.

Silver Crusade 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: 4 Feiya/skizzers

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
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.


Blessings Remaining: 31
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 5 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 2 (Turn 6 Kyra)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 3 (Turn 7 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 4 (Turn 8 Feiya)
Spoiler:
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 Deck Card 5 (Turn 9 Sajan)
Spoiler:
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 Deck Card 6 (Turn 10 Kyra)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 7 (Turn 11 Agna)
Spoiler:
Blessing of Calistria
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.

Blessings Deck Card 8 (Turn 12 Feiya)
Spoiler:
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 Deck Card 9 (Turn 13 Sajan)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 10 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 11 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 12 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 13 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 14 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 15 (Turn 19 Agna)
Spoiler:
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 Deck Card 16 (Turn 20 Feiya)
Spoiler:
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 Deck Card 17 (Turn 21 Sajan)
Spoiler:
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 Deck Card 18 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 19 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 20 (Turn 24 Feiya)
Spoiler:
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 Deck Card 21 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 22 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 23 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 24 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 25 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 26 (Turn 30 Kyra)
Spoiler:
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 Deck Card 27 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 28 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 29 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 30 (Turn 34 Kyra)
Spoiler:
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 Deck Card 31 (Turn 35 Agna)
Spoiler:
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.

Citadel
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: Agna/Pirate Rob

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

Collapsing Bridge Card 1:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Collapsing Bridge Card 2:
Oracular Pool
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.

Collapsing Bridge Card 3:
Sneak
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.

Collapsing Bridge Card 4:
Toad
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.

Collapsing Bridge Card 5:
Plague Zombie
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.

Collapsing Bridge Card 6:
Standard Bearer
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.

Collapsing Bridge Card 7:
Saber-Toothed Tiger
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.

Collapsing Bridge Card 8:
Skeleton Horde
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.

Collapsing Bridge Card 9:
Ameiko Kaijitsu
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.

Collapsing Bridge Card 10:
Acolyte
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:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1
Located here: Sajan/zeroth

Mill Card 1:
Ambush
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.

Mill Card 2:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Mill Card 3:
Potion of Gracefulness
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.

Mill Card 4:
Scythe +1
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.

Mill Card 5:
Blessing of Pharasma
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.

Mill Card 6:
Burglar
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.

Mill Card 7:
Oracular Pool
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.

Mill Card 8:
Elven Breastplate
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:1 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: JohnF/Kyra, Feiya/skizzerz

Town Square Card 1:
Plague Zombie
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.

Town Square Card 2:
Night Watch
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.

Town Square Card 3:
Falling Bell
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.

Town Square Card 4:
Oracular Pool
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.

Town Square Card 5:
Force Missile
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.

Town Square Card 6:
Cure
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

Cell Card 1:
Shortbow
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.

Cell Card 2:
Oracular Pool
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.

Cell Card 3:
Battered Chest
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.

Cell Card 4:
Merchant
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.

Cell Card 5:
Zombie
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.

Cell Card 6:
Ogre
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.

Cell Card 7:
Soldier
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.

Cell Card 8:
Magic Leather Armor
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.

Cell Card 9:
Troubadour
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.

Cell Card 10:
Potion of Vision
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

Cemetery Card 1:
Short Sword
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.

Cemetery Card 2:
Blessing of Lamashtu
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.

Cemetery Card 3:
Scout
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.

Cemetery Card 4:
Wooden Shield
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.

Cemetery Card 5:
Oracular Pool
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.

Cemetery Card 6:
Crowbar
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.

Cemetery Card 7:
Ghost
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.

Cemetery Card 8:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 9:
Zombie Horde
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.

Cemetery Card 10:
War Razor +1
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.


Deck Handler // Tier 6.12 // 11 hero points

Feiya browses around what appears to be a town square sculpted in ice with various elemental merchants, and notices a strange scent coming from an alleyway. Upon further investigation, she finds a Plague Zombie. What's that doing here? I should get rid of it before it starts a pandemic in the town.

Playing Life Drain. Per recent FAQ, the healed card is determined after the recharge check.

Combat 11: 1d12 + 2d4 + 4 ⇒ (11) + (2, 2) + 4 = 19 The Plague Zombie's corpse slumps to the ground. Out of an abundance of caution, Feiya calls out "Hey Kyra, check this out. Found it in an alley. Don't know if there are any more of them, but it was walking around. Should probably say a prayer to ensure it doesn't rise again, and take it to the local cemetery later."

Recharge Life Drain vs Arcane 9: 1d12 + 4 ⇒ (4) + 4 = 8 Life Drain is discarded. Then it heals itself somehow.

Feiya makes a deal to sell a scroll of Lightning Touch to one of the merchants, then continues to look around the square. She'll craft another scroll of it later just in case. Discarding Lightning Touch to explore again.

Feiya comes across a Night Watch and starts conversing with them about the plague zombie. Diplomacy 6: 1d8 + 3 ⇒ (3) + 3 = 6 They agree that the appearance of it is disturbing and begin patrolling a bit with Feiya to see if there are any more. Discarding Night Watch to explore again.

Feiya asks Kyra to tag along as well as they go patrolling with the watch, and later on hears a loud clanging noise as a large bell from a nearby belltower is falling right towards them! Kyra encounters the Falling Bell as well.

Falling Bell:
Falling Bell
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.

I cannot pass the Wisdom/Perception 10, so not even going to attempt. Recharging Verdure's Wrath for my character power to reduce difficulty by 4, and playing Blessing of the Gods to add another die. Dexterity 6 (10-4): 2d8 ⇒ (3, 3) = 6 Feiya dodges out of the way of the bell, however the force of the bell's impact on the ground still knocks her over and she falls gracelessly to the ground, scraping herself. Discarding Black Spot for the 1 Combat Damage.

As she's stepping out of the way, she swings her staff at Kyra in an attempt to knock her out of the bell's path as well. Recharging Staff of Cackling Wrath per character power to reduce Kyra's check to defeat the Falling Bell by 3 (so Dexterity Acrobatics 7). That makes my hand completely empty, so I have no other means of assisting Kyra on her check. My recommendation would be to use the Wisdom spell on your Wisdom 10 check to reduce the difficulty by another 4 (d10 + 6 to hit a 10, so 70% shot at it), and then spend a blessing so that you're trying to hit 3 on 2d4, which is imminently doable.

After that, I reset my hand drawing 7 new cards and end my turn. I would appreciate if Kyra could Cure me if she has the spell to spare.

Feiya wrote:

Hand: Frog, Amulet of Life, Blessing of Pharasma, Sapphire of Intelligence, Augury, Life Drain, Daji (Ally)

Displayed: Daji (Cohort)
Deck: 6 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 ☐+1
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.


Tier 3.3/2 Die Bumps

Well, actually no, since I didn't really care for Levitate, I'm going to read the scroll of Levitate to go to a non-Mill location.

No spell 2s. Sad Trombone.

During the last end of my turn, read the scroll of Levitate to banish it and move (to the Cemetery I guess). Discard Guidance during reset.

And now for my turn.

Hand refresh:

Sajan (CD) wrote:

Hand: Kusarigama, Blessing of Lamashtu, Ring of Wave Walking, Blessing of Milani,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+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).


Tier 3.3/2 Die Bumps

Top blessing is Blessing of Abadar.

Sajan shouts to Agna. "Brace yourself, you're about to encounter an Oracle! I don't know what it is, but you should prepare just in case anyway!"

Given that, I think I'm going to head to the Town Square and attempt to close it - it's getting close. I know both of the things left are spells - sorry Feiya and Kyra.

Move to the Town Square and explore. It's an Oracular Pool. Discard a Blessing of Milani for 2d10.

Dexterity DC 11: 3d10 + 2 ⇒ (6, 2, 6) + 2 = 16

Banish the Kusarigama to close. Display the Oracular Pool next to the scenario (2).

Kusarigama was probably the least painful to banish even though it was painful. Even though nothing counts, I would have gotten back a Basic - which would be the Invigorating Temple Sword +2 for me.

End turn and reset.

Sajan (CD) wrote:

Hand: Blood Periapt, Blessing of Lamashtu, Blessing of the Gods (A), Ring of Wave Walking, Venomous Fighting Fan +1,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Blessings (Gods + Lamashtu) available. Lamashtu can be buried.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+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).


Tier 3.3 // 2 die bumps

Kyra needs to deal with the falling bell before thinking about curing Feiya (finish one thing before starting another...)

Following Feiya's advice, Kyra uses the insight to try and predict where the bell will strike Wisdom 10: 1d10 + 3 + 3 ⇒ (2) + 3 + 3 = 8, but has no idea.

Oh well ... Trying to make even a dex 7 on d4s is going to be rough.

Using Agna's Blessing of Milani gives me two dice, though, and my own Blessing of Cayden Cailean gives me another one

Dexterity 7: 4d4 ⇒ (4, 1, 2, 2) = 9 Kyra manages to find something solid to stand behind, and only receives a glancing blow.
Discards the longsword

At the end of Feiya's turn the Wisdom spell wears off
Recharge 8: 1d10 + 3 + 2 ⇒ (2) + 3 + 2 = 7 isn't enough, so the spell gets discarded.

After the turmoil dies down, Kyra emerges from her shelter with only a flesh wound. Feiya appears to be far worse off, though, so Kyra rushes over to heal her.
(As usual, I'll let Feiya roll the 1d4+1 healing)

Kyra would have preferred to heal Feiya before the end of the turn - that way she would have still had the extra 3 on her recharge check, making it automatic.
Recharge 8: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 9 Fortunately that's good enough

(That's everything up to the start of Kyra's actual turn)


Tier 3.3 // 2 die bumps

The top blessing is a Blessing of Irori

"I wonder if that Zombie came from the Cemetery?" says Kyra. "Perhaps it would be a good idea to head over there and check it out."

When she arrives at the cemetery Kyra takes a look around, and doesn't immediately see any zombies. She does, however, see a Short Sword.
She picks it up and gives it an experimental swing Melee 4: 1d10 + 2 ⇒ (3) + 2 = 5 "Not great, but I'll hang on to it for now!"

With nothing but a Blessing of Pharasma to let her explore again, Kyra decides to wait for her friends to catch up

Resets her hand, drawing a Cure and her Pearl of Wisdom

Hand: Flaming Scimitar +1, Blessing of Pharasma 1, Shortsword (Found), Cure 2, Pearl of Wisdom
Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Location: Cemetery - Blessings and Spells available

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
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)

Silver Crusade 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.

Current Oracular Pools displayed: 2

Turn: 7 Agna/Pirate Rob

Top of Blessing Discard Pile: Oracle of Iovo

Top Blessing:
Oracle of Iovo
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.


Blessings Remaining: 28
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 8 Feiya)
Spoiler:
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 Deck Card 2 (Turn 9 Sajan)
Spoiler:
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 Deck Card 3 (Turn 10 Kyra)
Spoiler:
Blessing of Gorum
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.

Blessings Deck Card 4 (Turn 11 Agna)
Spoiler:
Blessing of Calistria
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.

Blessings Deck Card 5 (Turn 12 Feiya)
Spoiler:
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 Deck Card 6 (Turn 13 Sajan)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 7 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 8 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 9 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 10 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 11 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 12 (Turn 19 Agna)
Spoiler:
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 Deck Card 13 (Turn 20 Feiya)
Spoiler:
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 Deck Card 14 (Turn 21 Sajan)
Spoiler:
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 Deck Card 15 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 16 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 17 (Turn 24 Feiya)
Spoiler:
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 Deck Card 18 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 19 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 20 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 21 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 22 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 23 (Turn 30 Kyra)
Spoiler:
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 Deck Card 24 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 25 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 26 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 27 (Turn 34 Kyra)
Spoiler:
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 Deck Card 28 (Turn 35 Agna)
Spoiler:
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.

Citadel
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: Agna/Pirate Rob

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

Collapsing Bridge Card 1:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Collapsing Bridge Card 2:
Oracular Pool
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.

Collapsing Bridge Card 3:
Sneak
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.

Collapsing Bridge Card 4:
Toad
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.

Collapsing Bridge Card 5:
Plague Zombie
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.

Collapsing Bridge Card 6:
Standard Bearer
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.

Collapsing Bridge Card 7:
Saber-Toothed Tiger
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.

Collapsing Bridge Card 8:
Skeleton Horde
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.

Collapsing Bridge Card 9:
Ameiko Kaijitsu
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.

Collapsing Bridge Card 10:
Acolyte
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:1 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:1

Mill Card 1:
Ambush
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.

Mill Card 2:
Goblin Pyro
Monster 1

Traits
Goblin
Warrior
Elite

Check
Combat
8

Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.

Mill Card 3:
Potion of Gracefulness
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.

Mill Card 4:
Scythe +1
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.

Mill Card 5:
Blessing of Pharasma
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.

Mill Card 6:
Burglar
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.

Mill Card 7:
Oracular Pool
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.

Mill Card 8:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Feiya/skizzerz, Sajan/zeroth

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

Cell Card 1:
Shortbow
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.

Cell Card 2:
Oracular Pool
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.

Cell Card 3:
Battered Chest
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.

Cell Card 4:
Merchant
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.

Cell Card 5:
Zombie
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.

Cell Card 6:
Ogre
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.

Cell Card 7:
Soldier
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.

Cell Card 8:
Magic Leather Armor
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.

Cell Card 9:
Troubadour
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.

Cell Card 10:
Potion of Vision
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:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: JohnF/Kyra,

Cemetery Card 1:
Blessing of Lamashtu
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.

Cemetery Card 2:
Scout
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.

Cemetery Card 3:
Wooden Shield
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.

Cemetery Card 4:
Oracular Pool
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.

Cemetery Card 5:
Crowbar
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.

Cemetery Card 6:
Ghost
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.

Cemetery Card 7:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 8:
Zombie Horde
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.

Cemetery Card 9:
War Razor +1
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.

Silver Crusade RPG Superstar 2014 Top 16

@Rob: Note that the Oracle of Iovo is the top card of the blessings discards, so you have to encounter it first. This also creates the interesting situation of the blessings discards not currently having a blessing which you can use a Blessing of the Gods to emulate, which doesn't happen super often. :)


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Agna having blessed Kyra with Milani flips over the top "blessing"

Oracle of Iovo:

Oracle of Iovo
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.

Which I think means Irori stays on top since I summon the Oracle.

Alright. So it's combat 12 THEN Combat 14. It's increased by 4 for twice the adventure number but then also reduced by 4 for having defeated 2 pools.

That said I need to start with a con 7 check or bury 1d4-1 cards from deck.

Con: 1d6 ⇒ 1
burried cards: 1d4 - 1 ⇒ (1) - 1 = 0

"Whew."

Reveal longsword, reveal belt, recharge Tiger

combat 12: 1d10 + 4 + 1d8 + 1 + 1d6 ⇒ (5) + 4 + (1) + 1 + (3) = 14

Reveal longsword, reveal belt, recharge Main-Gauche +1
combat 14: 1d10 + 4 + 1d8 + 1 + 1d6 + 1 ⇒ (3) + 4 + (2) + 1 + (3) + 1 = 14

Alright, that was a little closer than I might have liked. Those guys are mean.

Being in good shape Agna will move to the collapsing bridge and start working on that.

A slashing blade :(

I'll take Sajan's Blessing of the Gods and if I get cut, I'll live.
Dex 9: 2d8 ⇒ (8, 8) = 16

Success!

I'll discard the fox to explore again.

Hey it's another one of these pool thingies.

I almost feel like I should just take the damage and put it back on top rather than use up double blessing of phrasama...

Lets' do that.

dex 9: 1d8 ⇒ 6
cold damage: 1d4 ⇒ 1

I will discard my longsword to the damage, put the pool on top and be done.

collapsing?: 1d10 ⇒ 8
There are currently 9 cards so everything is okay. Pool on top of deck.

Agna - Dwarf Ranger wrote:

Hand: Repelling Pike +1, Bastard Sword, Crow, Belt of Giant Strength, Blessing of Cayden Cailean, Giant Badger, Dog

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
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

I know know what order all the cards in my deck are.


Deck Handler // Tier 6.12 // 11 hero points

Kyra's Cure: 1d4 + 1 ⇒ (2) + 1 = 3 Night Watch, Black Spot, and Blessing of the Gods are healed; this all happened on Kyra's turn.

Top blessing is Blessing of the Gods.

Feiya thanks Sajan for dealing with the pool, but sees another one over by a very unstable-looking bridge that Agna retreated from. She heads over to the Collapsing Bridge to help Agna out.

Daji plays around with the pool, disrupting it and making it easier for Feiya to concentrate on taking it out. Recharging Daji (Ally) to reduce difficulty by 5, then playing my Blessing of Pharasma to add a die. Arcane 8 (11+2-5): 2d12 + 4 ⇒ (5, 6) + 4 = 15

Feiya makes short work of the pool, but shattering it sent shards of ice flying her way. Her Amulet glows and blocks most of it, but a shard manages to pierce her scroll of Augury. Taking 4 Combat damage to close, Amulet of Life blocks 3 of it, so discarding Augury for the 4th point. Recharge Amulet of Life vs Arcane 7: 1d12 + 4 ⇒ (10) + 4 = 14 Amulet of Life is recharged.

At this time, the bridge finally starts giving way, so Feiya grabs what she can as she evacuates. Collapsing Bridge is closed, so I draw all boons from the location deck, obtaining a Toad, Standard Bearer, Saber-Toothed Tiger (what the heck is THAT doing in a place like this?), Ameiko Kaijitsu, and Acolyte.

Banishing Ameiko to return Blessing of Sivanah to my hand, recharging Sapphire of Intelligence to heal 1d4 ⇒ 4 random spells (only have Lightning Touch and Augury in there) and return Daji (Cohort) to the top of my deck, then discarding Frog as I reset my hand and end my turn, drawing Daji (Cohort) and displaying him immediately after the next blessing is flipped.

Feiya wrote:

Hand: Blessing of Sivanah, Acolyte (Acquired), Toad (Acquired), Saber-Toothed Tiger (Acquired), Standard Bearer (Acquired), Life Drain

Displayed: Daji (Cohort)
Deck: 14 Discard: 2 Buried: 0
Notes: Blessing of Sivanah is available.

Skills and Powers:
SKILLS

Strength d4 ☐+1
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.


Tier 3.3 // 2 die bumps

From the wording of the "When Permanently Closed" section of the Collapsing Bridge, it looks as though you could actually postpone deciding how to handle the damage until after you've drawn the boons from the location deck

It probably makes no difference in this case, but it looks like an interesting wrinkle


Deck Handler // Tier 6.12 // 11 hero points
JohnF-1003 CD Kyra wrote:


From the wording of the "When Permanently Closed" section of the Collapsing Bridge, it looks as though you could actually postpone deciding how to handle the damage until after you've drawn the boons from the location deck

It probably makes no difference in this case, but it looks like an interesting wrinkle

You do the When Closing before anything from When Permanently Closed happens. "Before Closing" indicates that it happens before banishing the cards from the location deck, whereas "On Closing" indicates that it happens after banishing the cards but before flipping the location card over. In either case, you need to do the When Closing long before you get around to anything in the When Permanently Closed box.

MM rulebook, p15 wrote:
When you have the opportunity and want to close a location, do whatever the location’s When Closing section says. ... If you succeed at meeting the When Closing requirement, search the location deck for villains. ... If you didn’t find any villains, perform the When Permanently Closed effect: First, apply any effects that say “before closing.” Then banish all of the cards from the location deck; it is now closed. Finally, apply any effects that say “on closing” and flip the location card over.

In any case, I prefer to discard spells as damage as I can self-heal spells with my cohort Daji, but cannot self-heal other card types as easily (Staff of Cackling Wrath and Life Drain each heal 1 random card, whereas Daji heals 1d4 random spells).


Tier 3.3 // 2 die bumps

Anyone who writes rules such that something that is said to occur "before closing" happens after things that occur "when closing" puts Humpty Dumpty to shame.
Whatever happened to the maxim that rules are meant to be interpreted with a bit of common sense?


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

I think Paizo ate some posts here.


Tier 3.3/2 Die Bumps

Top of Blessings discard is BotG. Move to the Mill and explore. An ambush!

Back to the mill Sajan goes. However, there was a gang waiting for him to return.

Raw rolling the dice because my static bonus from revealing is so large (+12) it automatically defeats most monsters. Thus I don't actually care about success or failure.

Acrobatics DC 11: 1d10 + 5 ⇒ (3) + 5 = 8

A failure examines the deck for monsters and reveals a Goblin Pyro for the next card. Since only card 1 and 2 are known and 3-8 aren't, shuffling the deck doesn't do anything. Taking 1 Fire damage, discarding Blood Periapt then revealing the Ring of Wave Walking to automatically succeed at the check to recharge it. Revealing the Venomous Fan +1, succeeding at the check from static bonuses alone.

The "gang" just happened to be a lone goblin, so even though Sajan wasn't able to get out in time, he easily dispatched the goblin, but not without taking a bit of damage in the process. Luckily, the Blood Periapt absorbed all the damage without worry.

Since there are only boons in the deck other than the henchman at the Mill, discard Blessing of Lamashtu to explore. Again, because cards 3-8 are unknown, taking card 3. It's a Potion of Gracefulness.

Intelligence DC 6: 1d6 ⇒ 6

Sajan finds a Potion of Gracefulness and gets it, despite the difficulty. This should be good for closing the mill, no matter who's here.

End turn. Kyra, could you please heal me because there's 6 cards in my discard pile (mostly blessings and allies), and the Potion of Gracefulness allows you to close the location automatically in case you are worried about that.

Sajan (CD) wrote:

Hand: Potion of Gracefulness*, Kama, Emerald of Dexterity, Ring of Wave Walking, Venomous Fighting Fan +1,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes: Potion of Gracefulness can be used to close the Mill if you are at the same location.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+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).

Silver Crusade RPG Superstar 2014 Top 16

Pirate Pregen wrote:


Which I think means Irori stays on top since I summon the Oracle.

Actually no, since it says summon you're basically creating a new version of the Oracle of Iovo and fighting that one, so the one that flipped over stays in the deck. At least that's how I read it. Doesn't affect your turn though.

Silver Crusade 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.

Current Oracular Pools displayed: 3

Turn: 10 Kyra/JohnF

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
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.


Blessings Remaining: 25
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 11 Agna)
Spoiler:
Blessing of Calistria
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.

Blessings Deck Card 2 (Turn 12 Feiya)
Spoiler:
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 Deck Card 3 (Turn 13 Sajan)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 4 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 5 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 6 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 7 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 8 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 9 (Turn 19 Agna)
Spoiler:
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 Deck Card 10 (Turn 20 Feiya)
Spoiler:
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 Deck Card 11 (Turn 21 Sajan)
Spoiler:
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 Deck Card 12 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 13 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 14 (Turn 24 Feiya)
Spoiler:
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 Deck Card 15 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 16 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 17 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 18 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 19 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 20 (Turn 30 Kyra)
Spoiler:
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 Deck Card 21 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 22 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 23 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 24 (Turn 34 Kyra)
Spoiler:
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 Deck Card 25 (Turn 35 Agna)
Spoiler:
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.

Citadel
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Collapsing Bridge
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: Agna/Pirate Rob, Feiya/skizzerz,

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:0 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Sajan/zeroth

Mill Card 1:
Scythe +1
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.

Mill Card 2:
Blessing of Pharasma
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.

Mill Card 3:
Burglar
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.

Mill Card 4:
Oracular Pool
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.

Mill Card 5:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Cell Card 1:
Shortbow
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.

Cell Card 2:
Oracular Pool
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.

Cell Card 3:
Battered Chest
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.

Cell Card 4:
Merchant
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.

Cell Card 5:
Zombie
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.

Cell Card 6:
Ogre
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.

Cell Card 7:
Soldier
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.

Cell Card 8:
Magic Leather Armor
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.

Cell Card 9:
Troubadour
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.

Cell Card 10:
Potion of Vision
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:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: JohnF/Kyra,

Cemetery Card 1:
Blessing of Lamashtu
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.

Cemetery Card 2:
Scout
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.

Cemetery Card 3:
Wooden Shield
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.

Cemetery Card 4:
Oracular Pool
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.

Cemetery Card 5:
Crowbar
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.

Cemetery Card 6:
Ghost
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.

Cemetery Card 7:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 8:
Zombie Horde
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.

Cemetery Card 9:
War Razor +1
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.


Tier 3.3/2 Die Bumps

I completely forgot we had the power to recharge a card to reduce Fire damage to 0. Whoops. I'll remember next time.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Aargh! I was almost ready to post, but I accidentally hit the wrong key on the keyboard and got a "page no longer exists" error. I always grab a copy of my post before I hit 'Submit', but I hadn't quite got to that point. I'll recreate the post, but this time I'm going to be a little more paranoid

Kyre hears her name being called somewhere in the distance, so heads in the direction of the sound. She finds Sajan (somewhat injured) at the Mill, so uses her Cure spell to patch him up.
@Sajan: you know the drill by now - heal 1d4+1

Recharge 8: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 recharges the cure

While Sajan is resting Kyra takes a look around and spots a Scythe +2 (a Weapon 2) on a ledge.
Melee 11: 1d10 + 2 ⇒ (4) + 2 = 6 Unfortunately she can't get it, and knocks it off the ledge and into the river.

I don't have anything to explore again, so I'm going to discard the Short Sword and reset my hand, drawing a Blessing of the Gods and a suit of Chain Mail

Hand: Flaming Scimitar +1, Blessing of Pharasma 1, Blessing of the Gods, Chain Mail, Pearl of Wisdom
Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Location: The Mill

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
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)

Please leave me one of my blessings; with all of my cures on the bottom of my deck I'm planning to Heal myself next turn in order to shuffle my deck


Tier 3.3/2 Die Bumps

Thanks Kyra!

Number of Cured cards: 1d4 + 1 ⇒ (3) + 1 = 4

Shuffled in: Blessing of Abadar (B), Blessing of Lamashtu, Mastiff, Blessing of Milani

Silver Crusade 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.

Current Oracular Pools displayed: 2

Turn: 11 Agna/Pirate Rob

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
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.


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 12 Feiya)
Spoiler:
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 Deck Card 2 (Turn 13 Sajan)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 3 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 4 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 5 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 6 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 7 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 8 (Turn 19 Agna)
Spoiler:
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 Deck Card 9 (Turn 20 Feiya)
Spoiler:
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 Deck Card 10 (Turn 21 Sajan)
Spoiler:
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 Deck Card 11 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 12 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 13 (Turn 24 Feiya)
Spoiler:
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 Deck Card 14 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 15 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 16 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 17 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 18 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 19 (Turn 30 Kyra)
Spoiler:
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 Deck Card 20 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 21 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 22 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 23 (Turn 34 Kyra)
Spoiler:
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 Deck Card 24 (Turn 35 Agna)
Spoiler:
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.

Citadel
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Collapsing Bridge
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: Agna/Pirate Rob, Feiya/skizzerz,

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:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Sajan/zeroth[, JohnF/Kyra, /b]

Mill Card 1:
[b]Blessing of Pharasma
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.

Mill Card 2:
Burglar
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.

Mill Card 3:
Oracular Pool
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.

Mill Card 4:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Cell Card 1:
Shortbow
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.

Cell Card 2:
Oracular Pool
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.

Cell Card 3:
Battered Chest
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.

Cell Card 4:
Merchant
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.

Cell Card 5:
Zombie
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.

Cell Card 6:
Ogre
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.

Cell Card 7:
Soldier
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.

Cell Card 8:
Magic Leather Armor
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.

Cell Card 9:
Troubadour
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.

Cell Card 10:
Potion of Vision
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:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1

Cemetery Card 1:
Blessing of Lamashtu
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.

Cemetery Card 2:
Scout
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.

Cemetery Card 3:
Wooden Shield
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.

Cemetery Card 4:
Oracular Pool
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.

Cemetery Card 5:
Crowbar
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.

Cemetery Card 6:
Ghost
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.

Cemetery Card 7:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 8:
Zombie Horde
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.

Cemetery Card 9:
War Razor +1
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.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Why has the number of Oracular Pools displayed dropped from 3 (in post 327) to 2 (in post 331)?


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Agna and her flock of pets will head over to the cells to look for other imprisoned survivors.

First there's a shortbow.

Why is this lying here?
dexterity: 1d8 ⇒ 8

Might as well pick it up.

Recharge Giant Badger to explore again.

Another one of these stupid Oracular pools.

Using my blessing of Cayden Cailean for an extra die and Kyra's Blessing of the Gods As Calystria for 2 dice.

dex 11: 4d8 ⇒ (2, 4, 5, 6) = 17

I will bury my poor crow to close the location.

I will then move to the Cemetary and end my turn.

If I can peek using my end of turn power I will, I don't remember the resolution of that rules issue.

Agna - Dwarf Ranger wrote:

Hand: Repelling Pike +1, Bastard Sword, Blessing of Erastil, Belt of Giant Strength, Snow Leopard, Wooden Shield, Short Bow (FOUND)

Displayed:
Deck: 7 Discard: 3 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
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

Please feel free to use my blessing. My Snow Leopard can also be used for a d4 on a combat check. If nobody uses my shortbow before my turn I'm going to be sad.

Silver Crusade RPG Superstar 2014 Top 16

JohnF wrote:
Why has the number of Oracular Pools displayed dropped from 3 (in post 327) to 2 (in post 331)?

My mistake, I had manually edited it to 3 when I posted, but forgotten to update that part of the automatic post creation in the database. Fixed now.

Silver Crusade 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.

Current Oracular Pools displayed: 4

Turn: 12 Feiya/skizzers

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 23
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 13 Sajan)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 2 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 3 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 4 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 5 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 6 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 7 (Turn 19 Agna)
Spoiler:
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 Deck Card 8 (Turn 20 Feiya)
Spoiler:
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 Deck Card 9 (Turn 21 Sajan)
Spoiler:
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 Deck Card 10 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 11 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 12 (Turn 24 Feiya)
Spoiler:
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 Deck Card 13 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 14 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 15 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 16 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 17 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 18 (Turn 30 Kyra)
Spoiler:
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 Deck Card 19 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 20 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 21 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 22 (Turn 34 Kyra)
Spoiler:
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 Deck Card 23 (Turn 35 Agna)
Spoiler:
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.

Citadel
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Collapsing Bridge
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,

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:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Sajan/zeroth[, JohnF/Kyra, /b]

Mill Card 1:
[b]Blessing of Pharasma
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.

Mill Card 2:
Burglar
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.

Mill Card 3:
Oracular Pool
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.

Mill Card 4:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cell
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Agna/Pirate Rob,

Cemetery Card 1:
Blessing of Lamashtu
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.

Cemetery Card 2:
Scout
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.

Cemetery Card 3:
Wooden Shield
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.

Cemetery Card 4:
Oracular Pool
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.

Cemetery Card 5:
Crowbar
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.

Cemetery Card 6:
Ghost
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.

Cemetery Card 7:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 8:
Zombie Horde
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.

Cemetery Card 9:
War Razor +1
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.


Deck Handler // Tier 6.12 // 11 hero points

I only have one Attack spell but a ton of allies, and the Mill has no monsters, but I wouldn't be comfortable with the closing check given lack of Good Omen. I'd want to spend 2 blessings on the check which would be a lot of resources. Plus the Oracle is coming up either next turn or the turn after, meaning there'd be 3 people needing to do the check to avoid burying a bunch of cards off the top of their deck. As such, I'll go to the Cemetery and go as far as I can (probably stopping after the first monster I encounter, unless I can get the spell back with Toad).

Feiya joins Agna at the Cemetery and begins to look around, finding what appears to be a token of Lamashtu's power. I don't exactly agree with her, but power is power and it can be useful in a pinch. Feiya automatically acquires Blessing of Lamashtu due to having Arcane +4 plus a die (for minimum 5). Note the spoiler has the power block wrong -- the second power should be Bury instead of Discard.

Feiya continues looking around (discarding Standard Bearer to explore again), finding a Scout.

BYA Ranged Combat damage: 1d4 - 1 ⇒ (4) - 1 = 3 The Scout is fast and strikes first, giving Feiya a nasty wound. Discarding Acolyte, Toad, and Saber-Toothed Tiger for the damage.

Feiya readies her Life Drain spell as payback for the strike. Combat 10: 1d12 + 2d4 + 4 ⇒ (5) + (3, 2) + 4 = 14 Feiya kills the Scout, and heals a bit as she saps the Scout's life.

Recharge Life Drain vs Arcane 9: 1d12 + 4 ⇒ (5) + 4 = 9 Life Drain is recharged, and then Standard Bearer is healed.

Feiya decides that combat was pretty rough, and stops to rest and recover a bit before moving on.

Feiya wrote:

Hand: Blessing of Sivanah, Blessing of the Gods, Blessing of Lamashtu (Acquired), Wolf, Sapphire of Intelligence, Staff of Cackling Wrath, Life Drain

Displayed: Daji (Cohort)
Deck: 11 Discard: 5 Buried: 0
Notes: Blessings up for grabs (including burying Lamashtu)

Skills and Powers:
SKILLS

Strength d4 ☐+1
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.

If someone encounters the Oracular Pool at the cemetery, I'm recharging Wolf to reduce the difficulty to defeat it by 4 (unless the check would already be automatic without it).

Silver Crusade 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.

Current Oracular Pools displayed: 4

Turn: 13 Sajan/zeroth_hour2

Top of Blessing Discard Pile: Oracle of Iovo

Top Blessing:
Oracle of Iovo
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.


Blessings Remaining: 22
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 14 Kyra)
Spoiler:
Blessing of Sarenrae
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.

Blessings Deck Card 2 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 3 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 4 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 5 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 6 (Turn 19 Agna)
Spoiler:
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 Deck Card 7 (Turn 20 Feiya)
Spoiler:
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 Deck Card 8 (Turn 21 Sajan)
Spoiler:
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 Deck Card 9 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 10 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 11 (Turn 24 Feiya)
Spoiler:
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 Deck Card 12 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 13 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 14 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 15 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 16 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 17 (Turn 30 Kyra)
Spoiler:
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 Deck Card 18 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 19 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 20 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 21 (Turn 34 Kyra)
Spoiler:
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 Deck Card 22 (Turn 35 Agna)
Spoiler:
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.

Citadel
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Collapsing Bridge
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Sajan/zeroth, JohnF/Kyra,

Mill Card 1:
Blessing of Pharasma
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.

Mill Card 2:
Burglar
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.

Mill Card 3:
Oracular Pool
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.

Mill Card 4:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cell
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob, Feiya/skizzerz,

Cemetery Card 1:
Wooden Shield
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.

Cemetery Card 2:
Oracular Pool
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.

Cemetery Card 3:
Crowbar
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.

Cemetery Card 4:
Ghost
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.

Cemetery Card 5:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 6:
Zombie Horde
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.

Cemetery Card 7:
War Razor +1
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.


Tier 3.3/2 Die Bumps

I have a Potion of Gracefulness which would just let you (or anyone at the location) automatically close the location. But okay.

Top card is the Oracle of Iovo. Summon and encounter the Oracle. Reveal the Ring of Wave Walking for the Fortitude check (Kyra, you'll need to do this check too, if you need it, I'll take the check first - reveal - and I can recharge it for your check):

Fortitude DC 7: 1d6 + 5 ⇒ (6) + 5 = 11

Combat DCs are 16 and 18. My static bonus for the check is 11 (Acrobatics 3 + Dexterity 2 + Magic weapon 1 + Slashing 4 + Mill 2) and the Oracular Pools provide +8, so I automatically defeat the Oracle by revealing the Venomous Fighting Fan twice.

The Oracle of Iovo decides to ambush again, but we were ready this time. Sajan was ready for the frost wave and resists it. Then it was just elementalary.

Explore the Mill. Blessing of Pharasma. Recharge the Emerald of Dexterity since I want to cycle for more blessings.

DC Intelligence with Dexterity die 5: 1d10 ⇒ 10

Discard the acquired Blessing of Pharasma to explore. It's a burglar.

Sajan happened upon a lucky Charm with the symbol of the Lady of Graves engraved on it. While it would of nominal use to him, he felt it would be useful to press further. He encounters a burglar trying to open some hidden alcove.

Since we're getting close to the end of the scenario and I just encountered an Oracle, I think I'm safe, so I decline to acquire the Burglar, which automatically fails and I discard the Kama. End turn.

He decides to let the burglar go, but the burglar notices him and immediately tries to knock Sajan down. Sajan pulls out the Kama and is able to defend against the burglar, but the burglar knocks away the Kama in the process.

Sajan (CD) wrote:

Hand: Potion of Gracefulness*, Riftwarden, Blood Periapt, Ring of Wave Walking, Venomous Fighting Fan +1,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: No blessings :( If you are at the Mill, Potion of Gracefulness can be used to close, no matter how bad your Acrobatics is. Tentatively waiting to see if Kyra recharges my Ring of Wave Walking.

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [X]+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).


Deck Handler // Tier 6.12 // 11 hero points
zeroth_hour's Sajan wrote:
I have a Potion of Gracefulness which would just let you (or anyone at the location) automatically close the location. But okay.

Yeah, I completely forgot about that... my point still stands that it'd make 3 of us do the check to avoid burying cards as it was guaranteed that either you or Kyra would hit the Oracle, and that is a check I cannot make.

Silver Crusade 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.

Current Oracular Pools displayed: 4

Turn: 14 Kyra/JohnF

Top of Blessing Discard Pile: Blessing of Sarenrae

Top Blessing:
Blessing of Sarenrae
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.


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 15 Agna)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 2 (Turn 16 Feiya)
Spoiler:
Blessing of Erastil
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.

Blessings Deck Card 3 (Turn 17 Sajan)
Spoiler:
Blessing of Abadar
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.

Blessings Deck Card 4 (Turn 18 Kyra)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 5 (Turn 19 Agna)
Spoiler:
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 Deck Card 6 (Turn 20 Feiya)
Spoiler:
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 Deck Card 7 (Turn 21 Sajan)
Spoiler:
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 Deck Card 8 (Turn 22 Kyra)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 9 (Turn 23 Agna)
Spoiler:
Blessing of Shelyn
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.

Blessings Deck Card 10 (Turn 24 Feiya)
Spoiler:
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 Deck Card 11 (Turn 25 Sajan)
Spoiler:
Blessing of Irori
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.

Blessings Deck Card 12 (Turn 26 Kyra)
Spoiler:
Blessing of Lamashtu
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.

Blessings Deck Card 13 (Turn 27 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 14 (Turn 28 Feiya)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 15 (Turn 29 Sajan)
Spoiler:
Blessing of the Gods
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.

Blessings Deck Card 16 (Turn 30 Kyra)
Spoiler:
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 Deck Card 17 (Turn 31 Agna)
Spoiler:
Oracle of Iovo
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.

Blessings Deck Card 18 (Turn 32 Feiya)
Spoiler:
Blessing of Torag
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.

Blessings Deck Card 19 (Turn 33 Sajan)
Spoiler:
Blessing of Desna
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.

Blessings Deck Card 20 (Turn 34 Kyra)
Spoiler:
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 Deck Card 21 (Turn 35 Agna)
Spoiler:
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.

Citadel
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Collapsing Bridge
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:0 Ba:0 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Sajan/zeroth, JohnF/Kyra,

Mill Card 1:
Oracular Pool
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.

Mill Card 2:
Elven Breastplate
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cell
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:2 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob, Feiya/skizzerz,

Cemetery Card 1:
Wooden Shield
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.

Cemetery Card 2:
Oracular Pool
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.

Cemetery Card 3:
Crowbar
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.

Cemetery Card 4:
Ghost
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.

Cemetery Card 5:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

Powers
If undefeated, shuffle the top card of the blessings deck into this location deck.

Cemetery Card 6:
Zombie Horde
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.

Cemetery Card 7:
War Razor +1
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.


Tier 3.3 // 2 die bumps

First, the Fortitude check. DC7, and Kyra only has a d4.

I'll recharge my Pearl of Wisdom to use a d10 instead.
I'll also discard my Blessing of the Gods, for 2d10 ⇒ (4, 7) = 11. That's good!
(I'm only planning to heal this turn, so I'll leave Sajan his Ring for the next Oracle)

Now - on to the turn proper.

In place of her first exploration, Kyra reveals a Blessing of Pharasma and heals herself for 1d4 + 2 ⇒ (1) + 2 = 3
Not great, but the main goal was to shuffle my deck and get all those cures off the bottom
Cards shuffled in: Blessing of the Gods, Longsword (Found), Wisdom.
Kyra discards the Blessing of Pharasma and ends her turn (recharging her Chain Mail).
Cards drawn: Pearl of Wisdom, a Cure, a Blessing of Pharasma, and an Augury.

Kyra wrote:

Hand: Flaming Scimitar +1, Pearl of Wisdom, Cure 1, Blessing of Pharasma 2, Augury

Displayed:
Deck: 13 Discard: 3 Buried: 0
Notes: Location: The Mill - blessings and spells available for use

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
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)


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

“We’ve discovered a path to the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Ice Reservoir indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights.” She taps the map. “We’ve discovered an entrance to the Vault through this area. If you’re nearby, proceed here as fast as you can!”

Then a serious expression crosses her face. “Our efforts have not gone without notice. My divinations indicate that Kelizandri, the Brackish Emperor himself, is displeased and wreaking havoc. Beware of flash floods and rain! Take care, Pathfinders!”

AREA E: The Ice Reservoir, is claimed and free for travel! GMs, there is a Water Event happening now!


Tier 3.3 // 2 die bumps

I should probably have moved to the Cemetary, so Agna or Feiya could have asked me to use my Augury spell if they so desired.

Edit:Of course at the time of my Move step we didn't know I was going to draw an Augury, but whatever I draw I'm generally more use when at the same location, and Sajan's quite capable of handling the two remaining cards at the Mill without my help.

Not that it will matter - this scenario isn't likely to last much longer!


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

I'm disappointed that I still have shortbow in hand :(

Agna will flip over a BotG and explore...

A wooden Shield. Those are surprisingly useful for me.

con DC 4: 1d6 ⇒ 2

This one is dumb though.

Recharging the Snow Leopard to explore reveals another pool.

I'll use my blessing of Erastil for an extra die and Feiya's Blessing of the Gods for a 3rd and Kyra's Blessing of Pharasma for a 4th

Dex DC 11: 4d8 ⇒ (4, 3, 3, 2) = 12

Success! I'll bury my wooden shield and draw a dog to close and be done.

Agna - Dwarf Ranger wrote:

Hand: Repelling Pike +1, Bastard Sword, Dog, Belt of Giant Strength, Staff of Minor Healing, Blessing of Abadar, Short Bow (FOUND)

Displayed:
Deck: 5 Discard: 4 Buried: 3
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
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

I'll use my staff of minor healing ASAP.

I am more than happy to use my Short Bow and Blessing of Abadar.


Deck Handler // Tier 6.12 // 11 hero points

Discarded BotG and recharged Wolf per what I said earlier, so it was a Dex 7 instead of Dex 11.

Top card is Blessing of Erastil.

Feiya moves over to the Mill and pokes around, finding the Oracular Pool. She grips her sapphire and moves in to break it. Recharging Sapphire of Intelligence to reduce difficulty by 3, and discarding Sivanah for 2 extra dice. I am using Agna's Blessing of Abadar for 2 more dice as well.

Arcane 10 (11+2-3): 5d12 + 4 ⇒ (2, 4, 9, 7, 2) + 4 = 28 The pool has been thoroughly smashed.

Feiya asks Sajan for that potion of his before she leaps over some stuff to finish securing the Mill. Using Sajan's Potion of Gracefulness to automatically succeed at the Acrobatics check to close.

As all of the locations are now closed, we win!


Sweet! That makes 3 times in a row that the last turn ended on Feiya :P


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

I'm just good at exploring lots, with a reasonable combat. Only reason I'm ever able to close anything is by stealing all of Kyra and Feiya's blessings.


Too bad this didn't count though... I picked up a Blessing 1 that could've been useful for someone.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Was this one part one of two, like our two Fire scenarios?

It only took us two days to polish off this one! Good going!

Silver Crusade RPG Superstar 2014 Top 16

Yep, part 1 of 2 done! I'll get the next one put up tonight some time. (Just to point out, Hawkmoon's table failed their second scenario and are currently re-playing it, so we're WAY ahead of them now :))

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