Pathfinder ACG #8-00: Cosmic Captive (Table 2) [TIER 1-3] (Inactive)

Game Master Hawkmoon269

CMB table's campaign is here.
CMB's gameplay thread is here.

Turn Order:
Alase (MorkXII)
Raheli (Rhynn Davrie)
Flenta (Iff)
Arabundi (Leaun Arduz)

Potentially Summoned Henchmen

Ancient Skeleton:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.

Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Skinsaw Cultist:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.

Zombie Minion:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.

Possible Random Cards For Players


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Raheli's 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.

Arabundi's 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.

Flenta's 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.


You guys are moving right along. I've added a few things up at the top of the campaign info, under the campaign name. You should see a turn order (that is for me) and also a few cards. The bottom of the blessings deck is needed to close the Canyon. That is there in case you encounter the villain or are permanently closing the Canyon. There are also a couple of Summoned Monsters for the Watchtower. And there are 3 spells for Flenta. Just take them in order. I'll update/remove those as we play.


Recharging a BotGs from Flenta's turn.

Dodge Lighting!: 1d4 ⇒ 2 Ouch! I'm going to discard Stalking Armor for the damage.

And then I'm going to examine top card of Tonbarse's (my) location:
Locked Stone Door.
Ok, that's not so good for me, good thing I have to shuffle the deck now, and then pick up Tonbarse. And then I display Tonbarse again at my location before exploring.
Random card to encounter at the Woods: 1d7 ⇒ 3 Card #3 is a Shadow.
I'm going to recharge Create Pit (Tonbarse power), and then I'll recharge a BotG to help Tonbarse's attack.
Attack, Tonbarse!: 2d10 + 4 ⇒ (7, 5) + 4 = 16 Defeated, but undefeated (no magic trait), but banished anyways (Woods).

I'm down to two blessing, so I'll end my turn. But first, I'll use Tonbarse to examine the top card again:
Random card to examine at the Woods: 1d6 ⇒ 2 Card #2 is a Glaive. And then the deck needs to be shuffled again. And then Tonbarse gets picked up, and I reset my hand and end my turn.

And then after my turn I display Tonbarse at the Woods again.

  • Any # of Blessings available to Flenta
  • Flenta can recharge a card when encountering a bane
  • One blessing available for a Villain/Close check
  • There is a Glaive and a Locked Stone Door in the Woods somewhere

    Alase wrote:

    Character:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10
    Arcane +2

    Powers
    HAND SIZE 6 (max. 7)
    After you play a spell that has the Attack trait, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☐ you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Hand: Blessing Of Pharasma, Blessing Of The Gods, Bound Magma Spirit, Enchanted Fang, Troubadour
    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 8 Discard: 2 Buried: 0


  • Raheli Deck Handler

    Alright, let's see how this goes!
    Electrical Damage: 1d4 ⇒ 4 Nice!

    Raheli quickly ducks to the right narrowly missed by another lightning strike.

    Continuing her exploration of the Great Stone Bridge, Raheli finds a dagger laying in the grass...I wonder who dropped that?

    Dexterity DC 3: 1d10 ⇒ 2 Shoot, would have been nice to pick up that easy hit point, but not today I guess, banish to the box.

    I'm sure they will realize they left it behind, I'll just set it on this rock to help them find it a little easier

    Discard my Toad to explore again and turn up a Cape of Escape.

    First a dagger and now a cape, people need to be more careful with their things

    Reading from the Codex to help me try and pick up that cape.
    Dexterity DC 8: 1d10 + 1d10 ⇒ (6) + (2) = 8 Excellent!

    Oh, this is nice and is my size...

    Now am I able to Recharge the Codex?
    Knowledge DC 10: 1d8 + 2 ⇒ (7) + 2 = 9
    Very close but not quite enough, Codex is discarded.

    That will end my turn, over to Arabundi

    Raheli wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d10
    -Disable: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.

    Rocky(Flying Squirrel):
    Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2
    While displayed, you may put this card on top of your deck to move
    Hand: Amulet of Life, Cape of Escape, Conch Shell, Grounding Staff, Vulture
    Deck: 7 Discard: 5 Buried: 0 Displayed: 1
    Notes: No help for others still.

    Dark Archive

    Arabundi wrote:

    Recharging Quarterstaff from helping Flenta

    I was watching Rocky flying around Raheli on the Great Stone Bridge, when something moving got my eye from a distance down in the Canyon. I couldn't recognize friend from foe from up here, but by the time I got over there the figure was gone. Unfortunately this distracted me from being able to ask Raheli if I could borrow a scroll from her I could use to guard me against these nasty flashing bolts around here. Here's hoping I will not be hit by one on my way back up...

    Start of turn check: 1d4 ⇒ 2. Ouch! Discarding Longsword as Electricity damage

    I was just in time back at the Great Stone Bridge to see a Merchant wandering about. They're sending everyone through these portals it seems

    Diplomacy 7: 1d4 ⇒ 3. Never mind convincing him to stay, tact is not my thing.

    Ending my turn drawing 2 cards -> Blessing of the Gods and Beast Skin. Yay! Beast Skin :)

    Hand:Light Crossbow, Fox, 2x BotGs, Amulet of Life, Beast Skin.
    Deck: 7 Discard: 2 Buried: 0 Displayed: 0

    Skills and powers:

    SKILLS
    - Strength = d6
    - Dexterity = d8
    RANGED = Dexterity + 3
    - Constitution = d10
    - Intelligence = d6
    KNOWLEDGE = Intelligence + 2
    - Wisdom = d8
    DIVINE = Wisdom + 1
    - Charisma = d4

    POWERS
    - Hand size 6 ([] 7) ([] 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold Electricity, or Fire damage dealt to you by 1 ([] 2)
    - Add 2 ([] 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location


    Notes
    -Available for recharging to add 1d4 to a combat check at another location: 1x BotGs, Amulet of Life
    -Available for recharging to help closing the Woods: Fox (recharge to add 1d4 to any Intelligence or Wisdom check).
    -1x BotGs available to use for closing location/fighting the Villain


    ACG Flenta - Fighter

    At the beginning of my turn, I roll for possible electricity damage.
    Damage: 1d4 ⇒ 2 Discard 'Speed' for damage.

    --

    Alase has done some scouting in the Woods, and Flenta bravely proceeds.
    Random card to encounter at woods, reroll #3: 1d7 ⇒ 3
    Random card to encounter at woods, reroll #3: 1d7 ⇒ 3
    Random card to encounter at woods, reroll #3: 1d7 ⇒ 5

    Flenta finds where Alase encountered the shadow, gets lost in the Woods and returns to that place, then finally finds Thieves Tools. Dexterity, needs 4: 1d6 ⇒ 6
    She figures they might come in handy, and picks them up.

    --

    Tired of being in the Woods, Flenta discards a Blessing of the Gods and encounters another card.

    Random card to encounter at woods, reroll #3 and #5: 1d7 ⇒ 5
    Random card to encounter at woods, reroll #3 and #5: 1d7 ⇒ 5
    Random card to encounter at woods, reroll #3 and #5: 1d7 ⇒ 5
    Random card to encounter at woods, reroll #3 and #5: 1d7 ⇒ 4
    There is it. She's eye to eye with a Lightning Elemental!

    Flenta displays her Ranseur, asks Alase to recharge a BotG and asks Arabundi to recharge one card for 1d4.

    Attack!: 1d10 + 2 + 1 + 2d4 + 1d10 + 1d4 ⇒ (4) + 2 + 1 + (1, 3) + (1) + (2) = 14
    The Lightning elemental seems to get the best of her, but Flenta whips around her Ranseur and (recharge the weapon for reroll) and tries again!
    Attack!: 1d10 + 2 + 1 + 2d4 + 1d10 + 1d4 ⇒ (4) + 2 + 1 + (1, 3) + (1) + (4) = 16
    Ack! Curse those dice. Flenta grounds the lightning attack with her newly acquired metal thieves tools and hoofs it.

    --

    Flenta curses her luck and licks her wounds. Redraw back up to five. Sorry for not taking it down, folks.

    Flenta wrote:

    Skills and Powers:
    Skills

    STRENGTH d10+1
    -Melee: Strength +2
    DEXTERITY d6
    -Acrobatics: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Hand: Shock Glaive +1, Topaz of Strength, Blessing of Cayden Cailean, Blessing of the Gods, Blessing of the Gods
    Deck: 7 Discard: 5 Buried: 0 Displayed: 0
    Notes: BotG can be used by anyone, if they need it.


    ACG Flenta - Fighter

    Note, both me and Alase take an additional 1d4 Electicity damage. Or is that instead of the normal combat damage I took? GM?


    It is in addition to the combat damage. I'll have a new scenario post up in a moment.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 9 Alase/MorkXII

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 21

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Raheli, Arabundi

    Great Stone Bridge Card 1:
    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.

    Great Stone Bridge 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.

    Great Stone Bridge Card 3:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 4:
    Goblin Snake
    Monster 1

    Traits
    Aberration
    Basic

    Check
    Combat
    8

    Powers
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Great Stone Bridge Card 5:
    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.

    Great Stone Bridge Card 6:
    Large Chest
    Barrier C

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

    Powers
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 4:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 5:
    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.

    Windswept Chasm Card 6:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 7:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 8:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 9:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 10:
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Flenta, Alase

    Woods Card 1:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Woods Card 2:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Woods Card 3:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Woods Card 4:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Woods Card 5:
    Locked Stone Door
    Barrier 2

    Traits
    Lock
    Veteran

    Check
    Dexterity
    Disable
    11
    OR
    Combat
    22

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Watchtower Card 1:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Watchtower Card 2:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 3:
    Guide
    Ally B

    Traits
    Human
    Basic

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Watchtower Card 4:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Watchtower Card 5:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 6:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 7:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 8:
    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.

    Watchtower Card 9:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 10:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Elemental Trenches Card 1:
    Bugbear
    Monster C

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 6:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 7:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 8:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Elemental Trenches Card 9:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 10:
    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.


    Raheli's blessing:
    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.


    Arabundi's blessing:
    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.


    Flenta's blessing:
    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.


    ACG Flenta - Fighter

    Flenta takes additional Lightning damage.
    1d4 ⇒ 2
    Discard Topaz of Strength and BotG

    New status at the end of my turn. I'll have to pace myself for a bit, down to 5 cards in deck... :(

    Flenta wrote:

    Skills and Powers:
    Skills

    STRENGTH d10+1
    -Melee: Strength +2
    DEXTERITY d6
    -Acrobatics: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Hand: Shock Glaive +1, Spiked Chain +1, Call Weapon, Blessing of Cayden Cailean, Blessing of the Gods
    Deck: 5 Discard: 7 Buried: 0 Displayed: 0
    Notes: BotG can be used by anyone, if they need it.


    You guys are managing the format great. I'll be out again for a while. I can probably check in again in about 3 hours.

    Reminder: Alase needs to take the 1d4 Electricity damage from the Lightning Elemental.


    Off-turn action:
    Recharge BotG for Flenta
    Lightning Elemental Damage: 1d4 ⇒ 1 **Bzzzt** Owww!
    Discard Bound Magma Spirit

    Actual turn:
    Dodge Lightning!: 1d4 ⇒ 3 **Bzzzt** Ahhh! Again!
    Discard Enchanted Fang

    And then I'm going to ask Tonbarse to scout ahead a little:
    Lightning Elemental!.
    Let's avoid that for now! I have to shuffle the location deck now, and then pick up Tonbarse. And then I display Tonbarse again at my location before exploring.

    Random card to encounter at the Woods: 1d5 ⇒ 5
    Locked Stone Door There's that strange door again! I'm going to try to get through it this time. I'll ask that Troubadour and also Pharasma to aid me (recharging both Troubadour and BoPh)
    Dexterity DC13: 3d6 ⇒ (1, 5, 6) = 12 Drat! I couldn't figure out the lock. Maybe we'll get a chance to try again later. I hope not! Where is that henchman/villian??

    I'm out of cards, but before end my turn. But first, I'll use Tonbarse to examine the top card again:
    Random card to encounter at the Woods: 1d5 ⇒ 3
    Goblin Warchanter Hopefully we can avoid him! Thanks, Tonbarse.

    And then the deck needs to be shuffled again. And then Tonbarse gets picked up, and I reset my hand and end my turn.

    Alase wrote:

    Hand: Amulet Of Life, Black Spot, Blessing Of The Gods, Detect Magic, Eloquence

    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 6 Discard: 4 Buried: 0

    And then after my turn I display Tonbarse at the Woods again. And, while I'm at it, I'll play Detect Magic to see what's on top of the deck:

    Random top card at the woods at the Woods: 1d5 ⇒ 2
    Potion of Energy Resistance is on top! I've now seen every card in the Woods, and there is no villain or henchman here!
    Recharge Detect Magic DC4: 1d10 + 2 ⇒ (3) + 2 = 5 Recharged.

    Notes:
    One Blessing of the Gods available for Flenta, or any Villain/Close check.
    Black Spot (reduce difficulty to defeat a monster by 3) available to anyone who needs it.
    Eloquence (+3 to Charisma checks for the rest of the turn) available to anyone who needs it.
    Flenta can recharge a card when encountering a bane.
    Woods contains Potion of Energy Resistance (on top), Glaive, Locked Stone Door, a Lightning Elemental, and a Goblin Warchanter in the Woods.
    Do we stick around???

    Alase wrote:

    Character:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10
    Arcane +2

    Powers
    HAND SIZE 6 (max. 7)
    After you play a spell that has the Attack trait, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☐ you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Hand: Amulet Of Life, Black Spot, Blessing Of The Gods, Eloquence
    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 7 Discard: 4 Buried: 0


    Raheli Deck Handler

    Start of turn:
    Lightning Damage: 1d4 ⇒ 2
    Lightning arcs down from the sky and hits Raheli
    Not fast enough!

    Fortunately I have a Vulture I can reveal to pass a card I would take as damage to a random other character. Going to pass over my Conch Shell.

    1 - Alase
    2 - Arabundi
    3 - Flenta

    Character to Pass to: 1d3 ⇒ 2

    The Vulture takes my Conch Shell to Arabundi.

    Continuing to explore at the Great Stone Bridge and find a War Razor +1.

    Would like to pick that up for Flenta or Arabundi, but even with a Cayden Cailean, I'd still only be rolling 3d6 to get a 9, odds seem bad and resource spend would be high considering how much damage we are taking, just going to pass.

    Strength DC 9: 1d6 ⇒ 4

    War Razor goes back to the box.

    That Vulture trick seemed really good. I'd like to explore again, but think I'm going to call it instead. Let me know if you have opinions on keep him around for this purpose or if I should spend him for the explore.

    That ends my run, over to Arabundi.

    One other thing to consider, I'm decent at barriers and don't need a weapon/attack spell for the warchanter. Maybe I should finish up the woods, wish I had thought of that before my turn.

    Raheli wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d10
    -Disable: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.

    Rocky(Flying Squirrel):
    Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2
    While displayed, you may put this card on top of your deck to move
    Hand: Amulet of Life, Cape of Escape, Flame Staff, Grounding Staff, Vulture
    Deck: 6 Discard: 5 Buried: 0 Displayed: 1
    Notes: Still nothing to help others.


    Tier 1.5 /Die bumps: 1 /STR: d6, DEX: d8 +1, CON: d10, INT: d6, WIS: d8 +1, CHA: d4 /Ranged (dex): d8 +4, Knowledge (int): d6 +2, Divine (wis): d8 +2 /Chronicles in profile.

    Catching up:
    -recharging Amulet of Life for Flenta
    -receiving Conch Shell from Raheli; to me this seems like a great way to reduce the Electricity damage for you ;)

    Turning over the top card of the Blessings Deck: Blessing of Erastil Let's hope to find a Henchman/Villain this turn.

    Lightning strike: 1d4 ⇒ 2 Revealing Beast Skin to reduce Electricity damage by 1 to 0.

    Giving Conch Shell back to Raheli.

    Let's see what I can find around here: Yikes, a Scout is aiming for me... should have kept that Amulet of Life.
    BYA: 1d4-1 Ranged Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 Hah, missed me!
    Shooting back:
    Ranged 10: 1d8 + 1d8 + 3 ⇒ (4) + (2) + 3 = 9. I missed too :/ Must be some vertigo up here or strong wind. Discarding Blessing of the Gods as Combat damage.
    Note: The Scout is undefeated and goes back into the Great Stone Bridge that needs to be shuffled.

    _____
    Ending my turn drawing 2 cards to reset my hand.

    Powers:

    - Hand size 6 (☐ 7) (☐ 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2)
    - Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location

    Hand: Light Crossbow, Beast Skin, Fox, Blessing of the Gods, Crow, Blessing of the Gods
    Deck: 6 Discard: 3 Buried: 0 Displayed: 0
    Notes:
    -Available for recharging to add 1d4 to a combat check at another location: Crow, 1x Blessing of the Gods.
    -Available for recharging to help closing the Woods: Fox (recharge to add 1d4 to any Intelligence or Wisdom check).
    -other Blessing of the Gods available to use for closing location/fighting the Villain.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 12 Flenta/Iff

    Top of Blessing Discard Pile: Blessing of Irori

    Top Blessing:
    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 Remaining: 18

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Raheli, Arabundi

    Great Stone Bridge Card 1:
    Goblin Snake
    Monster 1

    Traits
    Aberration
    Basic

    Check
    Combat
    8

    Powers
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Great Stone Bridge Card 2:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 3:
    Large Chest
    Barrier C

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

    Powers
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 4:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 5:
    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.

    Windswept Chasm Card 6:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 7:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 8:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 9:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 10:
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Flenta, Alase
    Notes: Lightning Elemental henchman here!

    Woods Card 1:
    Locked Stone Door
    Barrier 2

    Traits
    Lock
    Veteran

    Check
    Dexterity
    Disable
    11
    OR
    Combat
    22

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Woods Card 2:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Woods Card 3:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Woods Card 4:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Woods Card 5:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1

    Watchtower Card 1:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Watchtower Card 2:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 3:
    Guide
    Ally B

    Traits
    Human
    Basic

    Check
    Wisdom
    Survival
    7
    OR
    Charisma
    Diplomacy
    6

    Powers
    Recharge this card to add 1d10 to your Survival check.
    Discard this card to explore your location.

    Watchtower Card 4:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Watchtower Card 5:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 6:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 7:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 8:
    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.

    Watchtower Card 9:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 10:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Elemental Trenches Card 1:
    Bugbear
    Monster C

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 6:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 7:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 8:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Elemental Trenches Card 9:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 10:
    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.


    Alase's Blessing:
    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.


    Raheli's 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.


    Arabundi's 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.

    I added a note for you all to the Woods, letting you know the ? card is a henchman. I mostly did this to show off the notes. I'll make notes for you from time to time, but if there is ever anything you want noted, you can ask for that.


    ACG Flenta - Fighter

    With Tonbarse having done a lot of scouting at the Woods, Flenta is about done with the place. "Didn't Raheli say she's fancy a stroll here? I see a building over there."

    I think we should try to close the Woods. The potion of Energy Resistance is also nice for Alase, to negate the electricity damage for one turn.

    --

    Lightning damage?: 1d4 ⇒ 4
    Getting the hang of things, Flenta dodges the lightning this turn.

    --

    Flenta moves to the Watchtower and encounters card #1. A large chest! She doesn't have her crowbar or lockpicks any more, but will try to bash it open.
    Melee, 10 needed: 1d10 + 3 ⇒ (10) + 3 = 13
    Number of weapons from the box: 1d4 ⇒ 4
    Hawkmoon, please give me 4 random weapons. I'm going to continue exploring. If I encounter a monster, I can deal with it with the weapons I'm holding.

    --

    My hand is overcrowded, so I'm going to explore again, discarding BotG to encounter Watchtower card #2. A half-plate. Appparantly, Flenta hit the armory first.
    Constitution: 1d6 ⇒ 2 Fail, banished back into the box.

    --

    Still overcrowded hand, and every turn brings damage, so I toss Blessing of Cayden Cailean to encounter Watchtower card #3. A guide.

    Charisma: 1d6 ⇒ 4 Flenta isn't too persuasive, the guide bolts.

    --

    That's it for my turn. Will post a status update after I know which weapons I got.


    So sorry everyone... I totally missed the fact that the Lightning Elemental was a henchman. Doh! Anyways, thanks for the clarification, Hawkmoon.

    Flenta might have moved on, but I thinks I'll continue on here.

    Dodge Lightning!: 1d4 ⇒ 1 **Bzzzt** Alase holds up the Amulet of Life just in time to absorb the Lightning Strike, hoping that she hasn't completely exhausted it of its powers. I'm going to display Eloquence just to make sure I recharge it.
    Recharge Amulet Arcane 7: 1d10 + 5 ⇒ (9) + 5 = 14
    Recharging Amulet of Life.

    I explore and... huh. That was unexpected!
    After my last turn, I used with Detect Magic to examine the top card of the Woods location deck, and found the Potion of Energy Resistance on top. I don't think anything has change that, has it? Now that Locked Stone Door is on top. I'm going to wait for clarification.

    Also, since I'm waiting anyways, maybe someone can verify a rule: I can use the +3 from Eloquence in my check to recharge Eloquence, right? It's still in play at that point? (Alase has Arcane: Charisma+2)


    Random weapons for Flenta:

    Random Weapon 1 - Greatsword:
    Greatsword
    Weapon C

    Traits
    Sword
    Melee
    Slashing
    2-Handed

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 2d6; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.


    Random Weapon 2 - Short Sword:
    Short Sword
    Weapon B

    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.


    Random Weapon 3:
    Dagger
    Weapon B

    Traits
    Knife
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    3

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.


    Random Weapon 4 - Longbow:
    Longbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Elite

    Check
    Dexterity
    Ranged
    5

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.


    MorkXII - Alase wrote:

    After my last turn, I used with Detect Magic to examine the top card of the Woods location deck, and found the Potion of Energy Resistance on top. I don't think anything has change that, has it? Now that Locked Stone Door is on top. I'm going to wait for clarification.[/b]

    Also, since I'm waiting anyways, maybe someone can verify a rule: I can use the +3 from Eloquence in my check to recharge Eloquence, right? It's still in play at that point? (Alase has Arcane: Charisma+2)

    My bad. I missed that when I shuffled the location. Potion of Energy Resistance is still on top. And yes, Eloquence is still in effect when you recharge Eloquence.

    One sec, I'll get your a new scenario post.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 13 Alase/MorkXII

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    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 Remaining: 17

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Raheli, Arabundi

    Great Stone Bridge Card 1:
    Goblin Snake
    Monster 1

    Traits
    Aberration
    Basic

    Check
    Combat
    8

    Powers
    Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.

    Great Stone Bridge Card 2:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 3:
    Large Chest
    Barrier C

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge Card 4:
    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.

    Great Stone Bridge Card 5:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

    Powers
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 4:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 5:
    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.

    Windswept Chasm Card 6:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 7:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 8:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 9:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 10:
    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.

    Woods
    At This Location: Undefeated monsters other than villains or henchman are banished.
    When Closing: Succeed at a Wisdom or Survival 6 check.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
    Located here: Alase
    Notes: Lightning Elemental henchman here!

    Woods Card 1 - Potion of Energy Resistance:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Woods Card 2:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Woods Card 3:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Woods Card 4:
    Glaive
    Weapon B

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Elite

    Check
    Strength
    Melee
    9

    Powers
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

    Woods Card 5:
    Locked Stone Door
    Barrier 2

    Traits
    Lock
    Veteran

    Check
    Dexterity
    Disable
    11
    OR
    Combat
    22

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta

    Watchtower Card 1:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Watchtower Card 2:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 3:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 4:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 5:
    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.

    Watchtower Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 7:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Elemental Trenches Card 1:
    Bugbear
    Monster C

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 6:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 7:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 8:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Elemental Trenches Card 9:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 10:
    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.


    Thanks! I'll continue on then.

    That strange door must have been some sort of mirage - as I approached it, it disappeared and a Potion of Energy Resistance was there in its place! Hard to reach it though...
    Intelligence 4: 1d6 ⇒ 5 Success!

    I'll discard a Blessing of the Gods to go again.
    Lightning Elemental!

    I'll cast Black Spot to decrease his difficulty by 3 Recharge Black Spot: 1d10 + 5 ⇒ (7) + 5 = 12(recharged).
    I'll also call over to Arabundi and ask for help! Arabundi, please recharge a card for a d4.

    That gives me d10+d4+7 to get a 14... That gives me about a 65% of getting it. Should I risk it, or is there a blessing available? The close check will be a d8+d4+2 (with the Fox from Arabundi) to get a 6.

    Sorry to leave half-way through my turn, but I'm going to be out for a couple of hours. But I think I could use a blessing, and I didn't want to assume that I could take one.


    Tier 1.5 /Die bumps: 1 /STR: d6, DEX: d8 +1, CON: d10, INT: d6, WIS: d8 +1, CHA: d4 /Ranged (dex): d8 +4, Knowledge (int): d6 +2, Divine (wis): d8 +2 /Chronicles in profile.

    From a distance I can see Alase fighting a Lightning Elemental it looks lethal to me, I better help Since closing the Woods seems doable with the help of my Fox I will recharge my Crow to add 1d4 and discard a Blessing of the Gods to add 1 die. I think the check is now Arcane (17 - 3) = 1d10 + 2 + 2 + 1d4 + 1d10, so that should do it

    I hope it works so I can send out my fox to get everyone out of the Woods Recharging Fox

    _____
    I still have a Cure in my deck somewhere, so I want to start cycling, please for the rest of the scenario recharge one of my cards if you're fighting at another location, except for the Light Crossbow and Beast Skin.

    Desired hand after Alase encountering the Lightning Elemental and defeating it :) and attempting to close the Woods and closing it :) #TeamAlase: Light Crossbow, Beast Skin, Blessing of the Gods
    Deck: 8 Discard: 4 Buried: 0 Displayed: 0

    Powers:

    - Hand size 6 (☐ 7) (☐ 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2)
    - Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location

    Note:
    -Available for recharging to add 1d4 to a combat check at another location: Blessing of the Gods.
    -Alternatively use that Blessing of the Gods for closing a location/fighting the Villain.


    Thanks!

    Powers affecting the check to defeat
    Arcane is Charisma d10+2
    Arabundi's d4 on card recharge
    Arabundi's BotG discarded for an additional d10
    Eloquence is displayed to give +3
    Black Spot gives -3 to the difficulty
    Tonbarse gives Arcane skill + 2

    Attack, Tonbarse!
    Lightning Elemental Combat 14: 2d10 + 1d4 + 7 ⇒ (3, 7) + (2) + 7 = 19 Victory!

    Now, let's make sure we never need to come back to these Woods:
    +d4 from Arabundi's Fox recharge
    Close Check Survival 6: 1d8 + 1d4 + 2 ⇒ (4) + (1) + 2 = 7 Woods is closed!

    To end my turn, I'm going to attempt to recharge Eloquence Arcane 8: 1d10 + 5 ⇒ (7) + 5 = 12. Recharged.

    Then, I'm going to draw Tonbarse, and reset my hand. After my turn, I'm going to display Tonbarse at the Great Stone Bridge.

    Alase wrote:

    Character:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10
    Arcane +2

    Powers
    HAND SIZE 6 (max. 7)
    After you play a spell that has the Attack trait, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☐ you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Hand: Blessing Of The Gods, Blessing Of The Gods, Blessing Of The Gods, Create Pit, Potion of Energy Resistance
    Displayed:
    Tonbarse (at Great Stone Bridge):
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 6 Discard: 5 Buried: 0

    Notes:

    Three Blessing of the Gods available for Raheli or Arabundi (I'll be able to recharge), or any Villain/Close check.
    When Raheli and Arabundi encounter a bane, they can recharge a card OR I could also pass either of them Potion of Energy Resistance, if it would be useful.


    Raheli Deck Handler

    Yay! One down!

    Top of blessing discard is Abadar.

    Lightning Strike: 1d4 ⇒ 2 Lightning arcs down and strikes the unlucky Vulture, taking the hit for Raheli.
    Going to reveal the Vulture and then use its power to send the "discarded" card, Vulture, to someone else.

    1 - Alase
    2 - Arabundi
    3 - Flenta

    Enie Meenie: 1d3 ⇒ 1

    Looks like the Vulture is making the rounds, and heads over to Alase.

    Top card at Great Stone Bridge is Goblin Snake!
    BYA Con DC 6: 1d6 ⇒ 3 Finally another fight, time to deck cycle to find my Cure! No luck on the check, but shouldn't be a problem with the one fight I'm planning.

    Recharging Flame Staff to activate my hair, recharging Conch Shell and Grounding Staff to power it up an additional 2d4. Hopefully that will be enough to turn up the cure.

    "Snake!!!" Raheli's hair flys out in all directions pulling a Conch Shell and a Grounding Staff from somewhere within her tresses and proceeds to pound on the snake. "Die foul thing!!"

    Combat DC 9: 1d10 + 1d8 + 2d4 ⇒ (5) + (4) + (4, 3) = 16

    Very dead Goblin Snake, good to know I can almost hit that 17 on 2 Item recharges...

    Wiping a hand across her brow she calmly steps over the now dead snake and proceeds to investigate.

    Draw to end, pulling Fox, Frog, and Cure!, over to Arabundi

    Raheli wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d10
    -Disable: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.

    Rocky(Flying Squirrel):
    Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2
    While displayed, you may put this card on top of your deck to move

    Hand: Cure, Amulet of Life, Cape of Escape, Fox, Frog
    Deck: 6 Discard: 5 Buried: 0 Displayed: 1
    Notes: I'll be passing the Cure to Arabundi at the start of next turn.
    Fox can be used by anyone for the 1d4 Intelligence or Wisdom check although we may want to save it to help recharge Cures.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 15 Arabundi/Leaun Arduz

    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: 15

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
    When Closing: Succeed at a Dexterity or Ranged 10 check.
    When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Raheli, Arabundi, Tonbarse

    Great Stone Bridge Card 1:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Great Stone Bridge Card 2:
    Large Chest
    Barrier C

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge 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.

    Great Stone Bridge Card 4:
    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.

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Windswept Chasm Card 1:
    Zombie Nest
    Barrier 2

    Traits
    Skirmish
    Undead
    Zombie
    Basic

    Check
    None

    Powers
    Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.

    Windswept Chasm Card 2:
    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.

    Windswept Chasm Card 3:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 4:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 5:
    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.

    Windswept Chasm Card 6:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 7:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 8:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 9:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 10:
    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.

    Woods
    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: Alase

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:2 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta

    Watchtower Card 1:
    Diseased Rats
    Monster 2

    Traits
    Animal
    Swarm
    Elite

    Check
    Combat
    11
    OR
    Dexterity
    Stealth
    9

    Powers
    If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Watchtower Card 2:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 3:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 4:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 5:
    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.

    Watchtower Card 6:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 7:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Elemental Trenches Card 1:
    Bugbear
    Monster C

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    10

    Powers
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 6:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 7:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 8:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.

    Elemental Trenches Card 9:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 10:
    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.


    NOTE: We are half way through the blessings deck.

    Flenta 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.


    Alase 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.


    Raheli blessing:
    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.


    ACG Flenta - Fighter

    Great work, everyone. Here's my status after last turn, when I got the extra weapon. I can recharge the longbow to add 1d4 to combat at another location, and would like to do so in order to get other cards in hand.

    Flenta wrote:

    Skills and Powers:
    Skills

    STRENGTH d10+1
    -Melee: Strength +2
    DEXTERITY d6
    -Acrobatics: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Hand: Greatsword, Longbow, Shock Glaive +1, Spiked Chain +1, Call Weapon
    Deck: 5 Discard: 11 Buried: 0 Displayed: 0
    Notes: The Longbow can be used by anyone not in my location, to add 1d4 to a combat check.


    Tier 1.5 /Die bumps: 1 /STR: d6, DEX: d8 +1, CON: d10, INT: d6, WIS: d8 +1, CHA: d4 /Ranged (dex): d8 +4, Knowledge (int): d6 +2, Divine (wis): d8 +2 /Chronicles in profile.

    Note to self: try to speak eloquently to an eidolon, nice!

    Lightning Strike: 1d4 ⇒ 3. Zap, but revealing Beast Skin to reduce Electricity damage by 1 to 0.

    "Hiya Tonbarse, nice glow you've got..." Hopefully trying will be enough...

    Let's see what I can find around here: Lightning Elemental, ok, let's go:

    Asking Alase to recharge a Blessing of the Gods for 1d8 and asking Flenta to recharge the Longbow for 1d4.

    Ranged 17: 1d8 + 3 + 1d8 + 1d8 + 1d4 ⇒ (6) + 3 + (1) + (5) + (2) = 17. Wow, that's a close call, but made it!

    Now trying to close this bridge... Asking Alase to recharge another Blessing of the Gods for 1d8 and discarding a Blessing of the Gods for 1d8 myself as well.

    Ranged 10: 1d8 + 1d8 + 1d8 + 3 ⇒ (3) + (7) + (7) + 3 = 20. Yes! We're halfway the scenario so time to start using those Cures Ah, I think Raheli is shouting she has a healing scroll for me. Let's keep an eye out for someone who also wants a refreshing cure...

    _____
    Ending turn and drawing 4 cards to reset my hand: Conch Shell, Cure, Blessing of the Gods, Dagger. Right after Flenta's start-of-turn step, but before her give-a-card step, I'll Cure myself:
    Cure: 1d4 + 1 ⇒ (2) + 1 = 3. Then trying to recharge it I'll discard a Blessing of the Gods:
    Recharge 8: 1d8 + 1 + 1d8 ⇒ (2) + 1 + (7) = 10. Success.

    Hand: Light Crossbow, Beast Skin, Conch Shell, Dagger
    Deck: 8 Discard: 3 Buried: 0 Displayed: 0

    Powers:

    - Hand size 6 (☐ 7) (☐ 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2)
    - Add 2 (☐ 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location

    Notes:
    If in combat at another location, please recharge my Conch Shell or Dagger to add 1d4 to your check :)


    ACG Flenta - Fighter

    Flenta sees another Lightning Elemental in the distance, and aims an arrow that way. Recharging Longbow to aid Arabundi.

    --

    Start of turn.
    Electricity damage: 1d4 ⇒ 2
    Discard 'Call weapon'.

    --

    Flenta is still at the Watchtower and encounters card #1. Diseased Rats!
    Now heavily armed, Flenta takes her spiked chain and whips it around. Also, she hollers over to Arabundi to recharge Conch Shell for some aid.

    Melee: 1d10 + 2 + 1 + 2d4 + 1 + 1d6 + 1d4 ⇒ (10) + 2 + 1 + (1, 1) + 1 + (2) + (2) = 20
    That's a lof of dead rats.

    Out of useful cards, so that's my turn. Drawing back up to five.

    --

    Flenta wrote:

    Skills and Powers:
    Skills

    STRENGTH d10+1
    -Melee: Strength +2
    DEXTERITY d6
    -Acrobatics: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Hand: Greatsword, Greatsword, Shock Glaive +1, Strength, Leather armor
    Deck: 4 Discard: 12 Buried: 0 Displayed: 0
    Notes: The Strength spell can be used by anyone, if needed for an important combat. Also, I am at four cards in deck and will have to start being really careful.


    Off-turn:
    Received Vulture from Raheli
    Recharged 2x BotGs for Arabundi

    Start of Turn:
    Electricity damage: 1d4 ⇒ 1 The Vulture valiantly dashes in front of Alase to take the electric bolt, and then, stunned, heads in a random direction.

    1 - Raheli
    2 - Arabundi
    3 - Flenta

    Winner, winner, vulture dinner: 1d3 ⇒ 2 The Vulture flies towards Arabundi.

    Tonbarse has nothing to do at the Great Stone Bridge, so he returns to me. I'm moving to the Elemental Trenches, and then I'll display Tonbarse at the Elemental Trenches as well.

    Explore:
    Tonbarse, its a Bugbear! Attack! I'm going to recharge my last Blessing, and ask for assistance with a d4 from Arabundi
    Combat 10: 2d10 + 1d4 + 4 ⇒ (3, 3) + (4) + 4 = 14 Defeated!

    I'm out of explores, so I'm going to end my turn. First Tonbarse will scout the next card at the Elemental Trenches:

    Villian!:

    Stone Eater Enchanter
    Villain Monster 2
    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Then the Elemental Trenches needs to be shuffled (At least we know what and where he is), and Tonbarse returns to my hand.

    I reset my hand, and drew Detect Magic. So, before Raheli's move, I will play Detect Magic to examine the new top card of my location deck:
    Random card from 2 to 10: 1d9 + 1 ⇒ (6) + 1 = 7
    Skinsaw Ritual is on top of Elemental Trenches
    Recharge Arcane 4: 1d10 + 2 ⇒ (10) + 2 = 12 Detect Magic is recharged.
    I will display Tonbarse wherever Raheli moves.

    Alase wrote:

    Character:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10
    Arcane +2

    Powers
    HAND SIZE 6 (max. 7)
    After you play a spell that has the Attack trait, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☐ you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Hand: Blessing Of Pharasma, Create Pit, Potion of Energy Resistance, Troubadour
    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 7 Discard: 5 Buried: 0

    Notes:

    Blessing of the Pharasma is available for Raheli (I'll be able to recharge), or any Villain/Close check.
    When Raheli encounter a bane, they can recharge a card OR I could also pass either of them Potion of Energy Resistance, if it would be useful.


    Raheli Deck Handler

    Excellent round!

    Top of blessing discard is Blessing of Lamashtu

    Lightning Strike: 1d4 ⇒ 4 Oh, very nice.

    Despite two Lightning Elementals being dispatched, there is clearly more to do nearby, as again the lightning flashes down in the distance. Time to move on. Before she departs, her hair flicks out and tosses a scroll of Cure over to Arabundi.

    "Flenta is looking pretty beat up, might want to patch her up."

    Working her way underneath the bridge, and following a trail brings Raheli to a Windswept Chasm.

    She immediately stumbles across a Zombie Nest, well to be honest it's actually a single Zombie Minion...but its been here a while from the looks of things and those things tend to horde together.

    Hawkmoon please verify DC on that guy, found it on google. Recharging the Frog to activate hair, recharging Cape of Escape for additional power.

    Combat DC 9: 1d10 + 1d8 + 1d4 ⇒ (4) + (8) + (4) = 16

    She checks out the entire nest, but it was in fact just the one and it went down without too much trouble.

    Posting up here to close, assuming we can turn up the Villian

    Ending turn by drawing back up.

    Raheli wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d10
    -Disable: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.

    Rocky(Flying Squirrel):
    Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2
    While displayed, you may put this card on top of your deck to move

    Hand: Phantasmal Minion, Amulet of Life, Blast Stone, Fox, Blessing of the Gods
    Deck: 5 Discard: 5 Buried: 0 Displayed: 1
    Notes: BotG available for Villian/Henchman/Check to Close
    Fox available for 1d4 Wis/Int
    Blast Stone, 1d4 for Combat, can be sent anywhere via Phantasmal Minion, but you'll need to ask for it before you know you will be doing a fight.


    Zombie Minion is indeed a Combat 9.

    I am unable to access the site right now from my home computer. It is Arabundi's turn. Blessing is Blessing of the Gods.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 19 Arabundi/Leaun Arduz

    Top of Blessing Discard Pile: Blessing of the Gods

    Top Blessing:
    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 Remaining: 11

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Arabundi

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Raheli, Tonbarse

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 3:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 6:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 8:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 9:
    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.

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta

    Watchtower Card 1:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 2:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 3:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower 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.

    Watchtower Card 5:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 6:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Alase
    Notes: Villain is here!

    Elemental Trenches Card 1 - Skinsaw Ritual:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    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.

    Elemental Trenches Card 6:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 7:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 8:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 9:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.


    Hawkmoon, would you mind to also post the text for Skinsaw Cultist if/when you get a chance? Maybe it can go in the block of cards at the top?


    So, to catch us back up, Alase spotted the villain at the Elemental Trenches, but had to shuffle. You know the villain is there and I've noted this in the scenario post under that location. You also know the top card of Elemental Trenches is now Skinsaw Ritual.

    I think it is safe for me to tell you that there is only 1 villain in this scenario. You probably could have deduced that by now since you've see the villain. The scenario has no powers about a second villain and the villain itself doesn't have any powers about preventing you from winning the typical way.

    You do have two locations closed, so cornering is a possibility at this point, assuming you think you can manage to defeat the villain with only 1 character at the Elemental Trenches.

    I normally wouldn't butt in with the much detail, but since the outage may have made you miss a few posts (they might not be been flagged as "new") I wanted to make sure no one missed anything.


    MorkXII - Alase wrote:
    Hawkmoon, would you mind to also post the text for Skinsaw Cultist if/when you get a chance? Maybe it can go in the block of cards at the top?

    Great suggestion.

    Skinsaw Cultist:
    Skinsaw Cultist
    Henchman Monster 2

    Traits
    Human
    Cultist

    Check
    Combat
    11

    Powers
    If undefeated, shuffle to top card of the blessings deck into this location deck.
    If defeated, you may immediately attempt to close this location.


    Something else to consider, assuming we can dig up the villain at the Elemental Trenches, we'll need to have at least one blessing in the blessing stack to acquire to temp close the Canyon. So while we technically have 11 more blessings we should probably plan on only 10. Of course that's a big if. Hopefully we can get a little lucky in the next couple turns. Sure would be nice to have an augury about now.


    Also, if you fail to acquire the bottom blessing, it will be banished. So you want to make sure you are confident in the attempt. They are all RotR blessings.


    I could explore 3 times on my next turn, if no one uses my blessing. But I would need some pretty decent support to defeat the villian if I encountered him. (I have a d6 for the Constitution 9 check, and a d10+4 for the Combat 14 check).

    My turn after that would probably be better though... I should have Black Spot (-3 difficulty for a check against a monster, which would be great for that CON/Fort check) and Eloquence (+3 for my combat). Plus a blessing, or maybe two if I'm lucky.

    (Edited to account for the Villains' +2 to difficulty from the Veteran trait.)


    1 person marked this as a favorite.

    Alase saw the villain, so here is the text to help you plan:

    Stone Eater Enchanter:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Note you will take 1 Acid damage BYA, then have to do either:
    A. Constitution/Fortitude 9 THEN Combat 14
    OR
    B. Constitution/Fortitude 9 THEN Diplomacy 15
    Then you will take 1d4-1 Acid damage (which won't be a problem if you win on that turn).

    EDIT: Which is largely what Mork just said above.


    Tier 1.5 /Die bumps: 1 /STR: d6, DEX: d8 +1, CON: d10, INT: d6, WIS: d8 +1, CHA: d4 /Ranged (dex): d8 +4, Knowledge (int): d6 +2, Divine (wis): d8 +2 /Chronicles in profile.

    Catching up:
    -recharging Conch Shell for Flenta
    -receiving Vulture from Alase
    -recharging Dagger for Alase
    -receiving Cure from Raheli

    Hey, there's that thunderbird again. "Thanks for the healing scroll Raheli!"

    Flenta is not looking so well, let's go over to that Watchtower before she cuts herself on one of those greatswords she is dragging along with her...

    Flashing Lightning: 1d4 ⇒ 4. Zap! Missed!

    Now to heal Flenta:
    Cure: 1d4 + 1 ⇒ (1) + 1 = 2 Flenta shuffles 2 cards back into her deck from her discard pile.
    Recharge Divine 8: 1d8 + 1 ⇒ (7) + 1 = 8. Recharging Cure

    So, I'm at the Watchtower but I think I don't want to explore and risk losing resources fighting a potential Lightning Elemental and then having to banish my Light Crossbow to close the Watchtower. In my next turn I will go over to the Canyon and try to get as much possible Blessings of the Gods from my deck as I can get and hopefully a Cure. I guess the villain can be defeated by someone alone with the help of blessings and powers.

    _____
    Ending my turn by discarding Beast Skin and drawing 4 cards to reset my hand: Blessing of the Gods, Blessing of the Gods, Crow, Fox.

    Hand: Light Crossbow, Vulture, Blessing of the Gods, Blessing of the Gods, Crow, Fox.
    Deck: 7 Discard: 4 Buried: 0 Displayed: 0

    Powers:

    - Hand size 6 ((☐ 7) ((☐ 8)
    - Proficient with Light Armor and Weapons
    - You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 ((☐ 2)
    - Add 2 ((☐ 4) to your check to acquire a spell that has the Divine trait
    - You may recharge a card to add 1d4 to a combat check by a character at another location

    Notes:
    Currently I am at the Watchtower with Flenta so not able to temp close the Canyon before my next turn.
    -please recharge to add 1d4 to a combat check at another location: Crow.
    EDIT: The Fox can help me close the Canyon without using a BotG:
    -please recharge to add 1d4 to a combat check at another location or to add 1d4 to any Wisdom or Intelligence check anywhere: Fox.
    -Available to discard for a check to close a location/fight the Villain: 2x Blessing of the Gods.
    -If fighting the Villain: available to discard to add (an extra) 1d4 to any combat check at another location: Light Crossbow.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 20 Flenta/Iff

    Top of Blessing Discard Pile: Blessing of Gorum

    Top Blessing:
    Blessing of Gorum
    Blessing C

    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: 10

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Raheli, Tonbarse

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 3:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 6:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 8:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 9:
    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.

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:0 W:2 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta, Arabundi

    Watchtower Card 1:
    Quarterstaff
    Weapon B

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic

    Check
    Strength
    Melee
    3

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.

    Watchtower Card 2:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 3:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower 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.

    Watchtower Card 5:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 6:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Alase
    Notes: Villain is here!

    Elemental Trenches Card 1 - Skinsaw Ritual:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    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.

    Elemental Trenches Card 6:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 7:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 8:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 9:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.


    ACG Flenta - Fighter

    Alase doesn't seem a bad character to take on the villain, also due to the location power to recharge certain cards. (Note that Black Spot only works on the check to defeat, not on the BYA check). I would go easy on exploring there next turn. That gives Arabundi a turn move to the Canyon, so we can cover our bases on the other three locations. Worst-case scenario now is that Alase finds the villain at the trenches before we're ready to temp-close all of them.


    ACG Flenta - Fighter

    Flenta is healed by Arabundi. I shuffle a Blessing of Cayden Cailean and a Topaz of Strength back in my deck.

    --

    Electricity damage: 1d4 ⇒ 1
    Flenta feels reinvigorated, but it seems like all those greatswords are attracting a lot of lightning. Zap! She tosses a Greatsword in response.

    --

    Flenta then further explores the Watchtower. She encounters card #1, which is a Quarterstaff.
    Melee: 1d10 + 2 + 1 ⇒ (7) + 2 + 1 = 10 Success!
    She picks up the weapon, figuring a wooden stick might not attract so much electricity.

    --

    That's my turn. At least I picked up a card to cover the electricity damage I took.

    Flenta wrote:

    Skills and Powers:
    Skills

    STRENGTH d10+1
    -Melee: Strength +2
    DEXTERITY d6
    -Acrobatics: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it instead.
    ☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

    Hand: Greatsword, Quarterstaff, Shock Glaive +1, Strength, Leather armor
    Deck: 6 Discard: 11 Buried: 0 Displayed: 0
    Notes: The Strength spell can be used by anyone, if needed for any combat or to pick up a good boon. I'll get another spell in return, so it doesn't cost me a card.


    During This Adventure: Scenario Adventure Deck Number: 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: At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    Turn: 21 Alase/MorkXII

    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: 9

    Canyon
    At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
    When Closing: Encounter and acquire the bottom card of the blessings deck.
    When Permanently Closed: On closing and at the end of your turn, shuffle each location.
    M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1

    Canyon Card 1:
    Goblin Pyro
    Monster 1

    Traits
    Goblin
    Warrior
    Elite

    Check
    Combat
    8

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

    Canyon Card 2:
    Goblin Warchanter
    Monster 1

    Traits
    Goblin
    Bard
    Elite

    Check
    Combat
    8

    Powers
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Canyon Card 3:
    Pit Trap
    Barrier B

    Traits
    Trap

    Check
    Wisdom
    Perception
    7
    OR
    Dexterity
    Acrobatics
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage.

    Canyon Card 4:
    Carrionstorm
    Monster 2

    Traits
    Undead
    Swarm
    Elite

    Check
    Combat
    12
    OR
    Divine
    8

    Powers
    The Carrionstorm is immune to the Mental and Poison traits.
    If undefeated, return the Carrionstorm to the top of this location deck.

    Canyon Card 5:
    Magic Shield
    Armor B

    Traits
    Shield
    Offhand
    Magic
    Elite

    Check
    Constitution
    Fortitude
    6

    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 proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Canyon Card 6:
    Warhammer
    Weapon C

    Traits
    Hammer
    Melee
    Bludgeoning
    Elite

    Check
    Strength
    Melee
    6

    Powers
    For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; 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.

    Canyon Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Canyon Card 8:
    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.

    Canyon Card 9:
    Treasure Map
    Barrier B

    Traits
    Cache
    Basic

    Check
    Intelligence
    Knowledge
    Wisdom
    Survival
    6

    Powers
    If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
    If undefeated, you may banish this barrier.

    Great Stone Bridge
    At This Location: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M:1 Ba:2 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Raheli, Tonbarse

    Windswept Chasm Card 1:
    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.

    Windswept Chasm Card 2:
    Chain Mail
    Armor B

    Traits
    Heavy Armor
    Basic

    Check
    Constitution
    Fortitude
    3

    Powers
    Recharge this card to reduce Combat damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Windswept Chasm Card 3:
    Mirror Image
    Spell B

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    6

    Powers
    If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
    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.

    Windswept Chasm Card 4:
    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.

    Windswept Chasm Card 5:
    Large Chest
    Barrier B

    Traits
    Cache
    Lock
    Veteran

    Check
    Strength
    Melee
    10
    OR
    Dexterity
    Disable
    9

    Powers
    The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
    If defeated, add 1d4 random weapons from the box to your hand.
    If undefeated, you may banish this barrier.

    Windswept Chasm Card 6:
    Goblin Raid
    Barrier 1

    Traits
    Skirmish
    Goblin
    Basic

    Check
    None

    Powers
    Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

    Windswept Chasm Card 7:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Windswept Chasm Card 8:
    Goblin Dog
    Monster 1

    Traits
    Animal
    Basic

    Check
    Combat
    9

    Powers
    If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

    Windswept Chasm Card 9:
    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.

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

    Watchtower
    At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
    When Closing: Banish a weapon.
    When Permanently Closed: On closing, draw a random weapon from the box.
    M:1 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Flenta, Arabundi

    Watchtower Card 1:
    Light Crossbow +1
    Weapon 2

    Traits
    Bow
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1.
    If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.

    Watchtower Card 2:
    Half-Plate
    Armor C

    Traits
    Heavy Armor
    Elite

    Check
    Constitution
    Fortitude
    4

    Powers
    Recharge this card to reduce Combat damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

    Watchtower Card 3:
    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.

    Watchtower Card 4:
    Lightning Elemental
    Henchman Monster 2

    Traits
    Elemental

    Check
    Combat
    17

    Powers
    The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
    If undefeated, each character at your location takes 1d4 Electricity damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Watchtower Card 5:
    Skeleton
    Monster B

    Traits
    Undead
    Skelton
    Basic

    Check
    Combat
    8

    Powers
    The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

    Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M:1 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
    Located here: Alase
    Notes: Villain is here!

    Elemental Trenches Card 1 - Skinsaw Ritual:
    Skinsaw Ritual
    Barrier 2

    Traits
    Skirmish
    Cultist
    Elite

    Check
    None

    Powers
    Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

    Elemental Trenches Card 2:
    Stone Eater Enchanter
    Villain Monster 2

    Traits
    Outsider
    Sorcerer
    Acid
    Veteran

    Check
    Constitution
    Fortitude
    7
    THEN
    Combat
    12
    OR
    Diplomacy
    13

    Powers
    The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario's adventure deck number.
    Before you act, you are dealt 1 Acid damage.
    After you act, you are dealt 1d4-1 Acid damage.

    Elemental Trenches Card 3:
    Acid Arrow
    Spell C

    Traits
    Magic
    Arcane
    Attack
    Acid
    Elite

    Check
    Intelligence
    Arcane
    4

    Powers
    For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 6 check to recharge this card instead of discarding it.

    Elemental Trenches Card 4:
    Slashing Blade
    Barrier 1

    Traits
    Trap
    Elite

    Check
    Dexterity
    Disable
    9

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

    Elemental Trenches Card 5:
    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.

    Elemental Trenches Card 6:
    Light Crossbow
    Weapon B

    Traits
    Bow
    Ranged
    Piercing
    Basic

    Check
    Dexterity
    Ranged
    4

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

    Elemental Trenches Card 7:
    Shopkeeper's Daughter
    Barrier 1

    Traits
    Obstacle
    Human
    Basic

    Check
    Wisdom
    8

    Powers
    If defeated, you may immediately explore again.
    If undefeated, reset your hand and end your turn.

    Elemental Trenches Card 8:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

    Powers
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Elemental Trenches Card 9:
    Giant Hermit Crab
    Monster 1

    Traits
    Animal
    Aquatic
    Elite

    Check
    Combat
    9

    Powers
    If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.


    To respond to Iff, I plan to use Black Spot on the CON check to defeat, not a BYA check, so I think we're good there. But I agree with the plan to proceed slowly. Now or next turn doesn't make much difference to me, but makes a huge difference if we can cover the locations. I'll try to save my extra explores for next turn, just in case.

    Start of Turn:
    Draw Tonbarse, and display again at Elemental Trenches.
    Zap: 1d4 ⇒ 3 I'll discard Potion of Energy Resistance
    Elemental Trenches ATL power: 1d6 ⇒ 2 = Bludgeoning (no matching cards, so no effect)

    Exploring, Alase encounters what appears to be a group of cultist performing some dark ritual, but on closer examination, she finds just one cultist. The other supposed cultists must have just been shadows from the dancing firelight. Alase casts Create Pit and the cultist tumbles disappears from view. Since the Cultist is a Combat 11 to defeat, I will discard Create Pit to evade (evades a monster whose highest difficulty to defeat is 12 or less).
    Create Pit recharge Arcane 8: 1d10 + 2 ⇒ (5) + 2 = 7 Failed, discarded.
    Skinsaw Ritual should be banished, with no bad effects (if I'm wrong about that, I will want to fight the cultist instead, but I'm pretty sure evading it gets me away safely)

    If I wanted to scout with Tonbarse, it would give me one fewer card (which will be a blessing), so I will just reset my hand and end my turn (and hope!)

    Alase wrote:

    Character:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d6
    INTELLIGENCE d6
    WISDOM d8
    Perception +2
    Survival +2
    CHARISMA d10
    Arcane +2

    Powers
    HAND SIZE 6 (max. 7)
    After you play a spell that has the Attack trait, bury it.
    At the start or end of your turn, you may examine the top card of the cohort Tonbarse’s location, then (☐ you may) shuffle that deck, then draw Tonbarse.
    When you play a blessing (☐ or a spell or an ally) on a check by a character at Tonbarse’s location, you may recharge it (☐ or shuffle it into your deck) instead of discarding it.

    Hand: Amulet Of Life, Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Eloquence, Troubadour
    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 3 Discard: 7 Buried: 0

    Notes:

    I might be gambling Alase's life on a victory next turn...
    Amulet of Life will be used for the Start of Turn electric damage
    Troubadour gives me an extra explore
    The two blessings might be necessary for extra explores (4 possible total explores next turn), but hopefully we can use them to temporary close or on the villain checks.
    Eloquence and Black Spot will be necessary to fight the villain (if I get the chance). I might be down to just the Black Spot if he takes all my extra explores to find, in which case its going to get discarded as Acid damage.
    If luck sends me the Vulture before my next turn, that would be *really* great! EDIT: Really, **really** great.


    Raheli Deck Handler

    Sorry about the delay, but back now and hopefully forums will stay working.

    Top of the blessing deck is Blessing of Gorum.

    Lightning Strike: 1d4 ⇒ 4

    The lightning flashes around her, but none come close enough to Raheli to be a problem.

    Raheli continues the exploration at the Windswept Chasm and happens across a shrine to the gods.

    Top card is BotG, no check to acquire here. BotG comes to hand.

    Not feeling a whole lot of need to continue to explore since mostly it's going to depend on what Alase finds. So think I'm going to end here.

    Raheli looks over at the Shrine, ponders, and then summons forth a Phantasmal Minion. "Please carry this Blessing of the Gods to Alase since she may need it in the coming battle."

    Discarding Phantasmal Minion and sending a BotG to Alase.

    Recharge Arcane DC 6: 1d8 + 2 ⇒ (8) + 2 = 10 Recharging that Phantasmal Minion instead, then drawing to end.

    Raheli wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d10
    -Disable: Dexterity +2
    CONSTITUTION d6
    INTELLIGENCE d8
    -Knowledge: Intelligence +2
    WISDOM d6
    CHARISMA d6

    Powers
    HAND SIZE 5
    For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. (☐ if you succeed at the check, you may draw a card.)
    On your check to defeat (☐ or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (☐ plus the items' highest adventure deck number) to your check.

    Rocky(Flying Squirrel):
    Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2
    While displayed, you may put this card on top of your deck to move

    Hand: Amulet of Life, Blast Stone, Flame Staff, Fox, Blessing of the Gods
    Deck: 5 Discard: 5 Buried: 0 Displayed: 1
    Notes: Assuming we find the Villian I'm going to have to discard my hand to close, so the Fox and BotG should be used for Arabundi's Divine check to make sure that happens, then I'll take my damage to close mine.


    Awesome, thanks! That should improve our our odds a bit!

    Quick Alase hand update wrote:

    Hand: Amulet Of Life, Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Blessing Of The Gods, Eloquence, Troubadour

    Displayed:
    Tonbarse:
    Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill pluss the scenario's adventure deck number and add the Melee trait. When a character at that location encounters a bane, you may give a card to that character or that character may recharge a card.

    While displayed, if you have the Summoner trait, you may draw this card at the start or end of your turn.


    Deck: 3 Discard: 7 Buried: 0

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