GM Hawkmoon269 |
GM Hawkmoon269 wrote:Thassilonian Dungeon has been updated as if Alase play Augury immediately after Raheli's turn started.Thanks. I hope that it's ok that I do those as-soon-as-possible actions like that. If there were anything other than blessings in the discard pile I probably couldn't, but I can't think of anything in the current scenario that would be affected by it. But if you think it's unwise, just let me know.
Yeah. It is totally fine, even encouraged, as long as you know that nothing else will happen that will affect what you are doing. That kind of stuff keeps the game moving. If there was a scenario where it would matter, you could just say "As soon as I can, I'll play Augury and look for monsters. I'd move any villains or henchman I can move to the top. Otherwise I'd move all monsters to the bottom." That way we can process it as soon as we can, even if you aren't able to post the moment it could be played.
Rhynn - Raheli |
Off Turn
Recharging Black Spot for Flenta
Arcane DC 6: 1d8 + 3 ⇒ (3) + 3 = 6
Start of turn.
Top of blessing discard is BotG
Move Step:
Acrobatics: 1d10 + 2 ⇒ (2) + 2 = 4
Random Location: 1d3 ⇒ 2
Quickly loosing her footing again, you'd think this would get easier with time/experience..., Raheli finds herself in the Abattoir and finds a Battleaxe frozen to the ground.
Strength DC 8: 1d6 ⇒ 4
Raheli ignores it, following Rocky and a local fox, who lead her to a Ghoul.
Discarding Fox to explore. Recharging Haunted Doll to activate hair, recharging Conch Shell and Amulet of Life for power. Asking Arabundi to recharge Amulet of Life for added arrow power.
Combat (11+4) 15: 1d10 + 1d8 + 2d4 + 1d4 ⇒ (10) + (5) + (2, 3) + (3) = 23
Raheli's hair slash out at the ghoul as an arrow comes whistling over her shoulder. The Ghoul drops. Wow, nice shot! Raheli waves to Arabundi over on the dam.
Drawing to end.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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):Hand: Codex, Codex, Flame Staff, Silver Raven Figurine, Short BowDisplay 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; if you have a role card, any 1 character at your location my move with you.
Deck: 5 Discard: 6 Buried: 0 Displayed: 1
Notes: Silver Raven Figurine is available to send me items/armor/weapons that you don't want. Or can be used to send my items/short bow to others - Codex to help acquire a boon...I'm going to use Rocky to move as needed to cover locations that are abandoned..but it's a one shot thing. Definitely are going to need a little luck considering we still haven't seen the villain.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 25 Arabundi/Leaun Arduz
Top of Blessing Discard Pile: Blessing of Shelyn
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 4
Blessings Deck
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:2 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Arabundi
Monster 1
Traits
Outsider
Elite
Check
Combat
9
Powers
Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Item C
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:0 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta, Raheli
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Alase
Notes: Goblin Warchanter (Monster 1), Carrionstorm (Monster 2), Skeleton Horde (Barrier B)
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Leaun Arduz - Ranger Arabundi |
Catching up:
-Recharging Dagger for Flenta.
-Recharging Amulet of Life for Raheli.
Arabunid heard Flenta calling and saw Raheli waving for him to shoot arrows at their targets. Concentrating to make the shots, he completely forgot about the slushy ice freezing solid again outside as the side of the asteroid they were on spinned away from the sun. Luckily, he did not go outside and stepped into the next chamber of the Dam.
It's freezing outside: 1d3 ⇒ 1. Solid ice.
-Remaining at Dam.
Start of turn:
-Exploring Dam Card 1: Yeth Hound.
Yikes, what a creepy dog! Crossbow ready to fire, Arabundi had to force himself to shoot.
BYA Wisdom 6: 1d8 ⇒ 5. Being a man of nature, Arabundi got spooked by the creepy dog and started trembling.
Ranged combat 10: 1d8 + 4 + 1d8 + 1 ⇒ (4) + 4 + (2) + 1 = 11. With one shot he took the monster out.
He really wanted to clear this place and stepped into the next chamber to look for trouble.
-Discarding Blessing of the Gods to explore Dam Card 2: Trapped Locker.
Next to the doorway he found a locker and with trembling hands and singing his favorite Erastil song he decided to take a peek inside.
-Discarding Blessing of Erastil for 1d8.
Dexterity 10: 1d8 + 1d8 + 1 ⇒ (8) + (5) + 1 = 14. With ease he opened the locker hearing a soft *click* and found an armor.
* Andrew: might I have a random Armor please? :)
-Adding Half-Plate to my hand.
EDIT:
* Sending Half-Plate to Raheli by Silver Raven Figurine.
--
To stop trembling, Arabundi sat down and rested.
-Ending turn, drawing 4 cards to reset hand: Cure, Leather Armor and Amulet of Life.
--
-Before Flenta's Move step, I'll Cure Arabundi.
Cure: 1d4 + 1 ⇒ (3) + 1 = 4.
-Shuffling 4 random cards from my discard pile into my deck: Conch Shell, BotG, BotG and BoErastil.
-Recharging Fox to add 1d4:
Divine recharge 8: 1d8 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7.
-Discarding Cure.
_____
Hand: Deathbane Light Crossbow +1, Beast Skin, Leather Armor and Amulet of Life.
Deck: 8 Discard: 5 Buried: 0 Displayed: 0
- 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:
-Please recharge to add 1d4 to a combat check at another location: Beast Skin, Leather Armor and Amulet of Life.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 26 Flenta/Iff
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 3
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:1 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Arabundi
Item C
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:0 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta, Raheli
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Alase
Notes: Goblin Warchanter (Monster 1), Carrionstorm (Monster 2), Skeleton Horde (Barrier B)
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
MorkXII - Alase |
Leaun, would it be worthwhile to discard that new armor to draw an extra card at the end of you last turn? Every possible blessing or ally right now could make a huge difference.Looks like you dealt with it already.
As it stands, Possible Explores:
Flenta - 3
Alase - 4
Raheli - 1
Arabundi - 1
No matter where Flenta moves, we have all the locations covered, hopefully she can pull the villian this turn or at least close a location.
If Flenta doesn't get the villian, then on Alase's turn, Raheli could use Rocky to cover an open location, if Flenta and Alase's moves make that necessary. I suggest that it would be best to use Rocky then, since Alase (hopefully) has 4 explores.
Iff's pregen |
No catchtup
Blessing of Sarenrae
Acrobatics: 1d6 + 2 ⇒ (4) + 2 = 6
Random location: 1d3 ⇒ 2 Abattoir again.
--
The cold was getting to Flenta, and the constant sliding was giving her the creeps. "Gods, what I wouldn't give for some soothing sunlight. Let's get through here, and get this over with!" The halfling 'magus' steps into a puddle of something wet and slippery. However, she just lands on her bottom and doesn't slide anywhere. "Figures..."
Opening some random doors on the lookout for something useful, Flenta finds a Monster in the closet.
Wisdom 12 is going to suck a lot of resources, and then I have to fight a Goblin Raider with +4 difficulty as well. That's not worth it, in my opinion. I'm going to tank it and just hope I won't have to encounter it again.
Wisdom, 12 needed: 1d6 ⇒ 3
Flenta shoves the door closed before she gets a good look at what's hiding in the closet. "It's not a villain, surely. What kind of villain would hide in a closet?"
Abattoir gets shuffled.
--
Discard Blessing of the Gods to explore again.
Random card from Abattoir: 1d4 ⇒ 1 Monster in the closet again!
Flenta screams, as the monster from the closet seems to be chasing her.
Crap... :( Tanking it again would mean I only have one explore after this. Trying to take it out means I have to use my blessing, and success is not guaranteed. It would make the odds for Raheli better.
Holding my turn here, going to ask in the Hangout for advice.
Iff's pregen |
Resuming my turn.
Flenta flees again. Eventually, she loses the monster. In a quiet corner, she takes a deep breath and quaffs some liquor. "Here goes nothing." With some liquid courage, she dives back into the abattoir.
Dicard Blessing of CC.
Random card to encounter: 1d4 ⇒ 3
Melee, 8+4 needed: 1d10 + 3 ⇒ (3) + 3 = 6
She takes a feeble kick at the chest, but realizes that it's a vain attempt. With a mope on her face, she leaves the chest and wonders what else there is to do.
Banish the Large chest.
--
End of turn. Recharge Hide Armor and discard Topaz of Strength.
Draw Greatsword, Charm person, Crowbar and Staff of Minor healing.
As soon as possible after my turn, I will cast Charm person to draw a random ally. Also, Raheli is free to use my Staff of minor healing. If she doesn't need it, I will hang on to it for it someone else lands on Abattoir. There is no way I can get killed any more. (Right?)
Skills and Powers:Hand: Greatsword, Shock Glaive +1, Charm person, Crowbar, Staff of Minor HealingSkills STRENGTH d10+1
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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.
Deck: 3 Discard: 9 Buried: 0 Displayed: 0
Notes:
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 27 Alase/MorkXII
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 2
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:1 Ba:0 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Arabundi
Item C
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
2
Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta, Raheli
Notes: Monster in the Closet (Barrier 1)
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Alase
Notes: Goblin Warchanter (Monster 1), Carrionstorm (Monster 2), Skeleton Horde (Barrier B)
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
GM Hawkmoon269 |
As soon as possible after my turn, I will cast Charm person to draw a random ally.
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Also, Raheli is free to use my Staff of minor healing. If she doesn't need it, I will hang on to it for it someone else lands on Abattoir. There is no way I can get killed any more. (Right?)
In Rise of the Runelords, I don't think there is. Something would have to make you draw cards.
MorkXII - Alase |
Start of Turn:
Flip Blessing: BotG
Examine Top Card Lighting Bolt (Spell 2) (choosing not to shuffle), and draw Tonbarse.
Move Step:
Dex 9+2=11: 1d6 ⇒ 6
Random Location: 1d3 ⇒ 1 To the Dam.
Display Tonbarse.
Paizo.com ate my post... I clicked submit and it took me to the main page and my post was gone. Unfortunately, I need to leave now,
so its going to be a little while until I can try again.
Rhynn - Raheli |
Off turn - Flenta
Sure I'll take the heal, recharge random card...Vulture.
Off turn - Alase
As soon as Alase is moved to the Dam, I'll place Rocky on top of my deck to move to Thassilonian Dungeon.
MorkXII - Alase |
Explore:
Potion of Vision
CtA Int 4: 1d6d6 ⇒ 6 Acquired.
Discard Troubadour to Explore:
Magic Leather Armor (Armor B)
CtA Con 2: 1d6 ⇒ 6 Acquired.
Discard Toad to Explore:
Werewolf (Monster C)
Display Eloquence for +3
Ask Arabundi to recharge a card for 1d4
CtD Combat 13+3=16: 1d10 + 1d4 + 3 + 3 ⇒ (9) + (2) + 3 + 3 = 17 Defeated.
Discard Blessing of the Gods to Explore:
Icy Terrain (Henchman Barrier 2)
CtD Survival 10+2=12: 1d8 + 2 ⇒ (4) + 2 = 6 Undefeated. Recharge Magic Leather Armor, and discard remaining card (Potion of Vision) as damage.
End of turn;
Recharge Bound Imp Arcane 8: 1d10 + 3 + 3 ⇒ (8) + 3 + 3 = 14. Recharged.
Recharge Eloquence Arcane 8: 1d10 + 3 + 3 ⇒ (4) + 3 + 3 = 10. Recharged.
Draw Tonbarse.
Reset hand.
Hand: Augury, Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Staff of Minor Healing, Tonbarse Deck: 4 Discard: 12 Buried: 0 Displayed: 0
As soon as possible:
Recharge Staff to recharge random card (Quarterstaff).Character:Hand: Augury, Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Tonbarse Deck: 6 Discard: 11 Buried: 0 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
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.
Notes:
Please use the two blessings and Black Spot wherever you like.GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 28 Raheli/Rhynn Davrie
Top of Blessing Discard Pile: Blessing of the Gods
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 1
Blessings Deck
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.
Canyon
At This Location: At the end of your turn, shuffle each location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Arabundi, Alase
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta
Notes: Monster in the Closet (Barrier 1)
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Raheli
Notes: Goblin Warchanter (Monster 1), Carrionstorm (Monster 2), Skeleton Horde (Barrier B)
Spell 2
Traits
Magic
Arcane
Attack
Electricity
Check
Intelligence
Arcane
8
Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Rhynn - Raheli |
Start of turn
Top of blessing discard is BotGs.
Lacking Rocky's assistance Raheli has to rely on her own means of navigating the ice.
Dexterity DC 11: 1d10 ⇒ 10
Random Location: 1d3 ⇒ 3
She gets a little turned about but manages to keep her feet, and remain in the Thassilonian Dungeon. I think Alase mentioned there was a scroll of interest around here.
Only the one explore, so might as well go for boons. =) Discarding Codex to add a die to acquire, recharging 2nd Codex and Flame Staff for check to acquire a spell.
Intelligence DC 8: 1d8 + 1 + 1d8 + 2d4 ⇒ (5) + 1 + (4) + (3, 3) = 16
Raheli digs around a bit and then finds the Lightning Bolt scroll. Going to need Rocky's help with this one.
Recharge Codex?
Knowledge DC 10: 1d8 + 3 ⇒ (3) + 3 = 6 Nope.
Discarding my hand and drawing back up to end turn.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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):Hand: Flying Squirrel, Black Spot, Good Omen, Amulet of Life, Haunted DollDisplay 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; if you have a role card, any 1 character at your location my move with you.
Deck: 4 Discard: 10 Buried: 0 Displayed: 0
Notes: I'll display Rocky at the start of next turn.
Good Omen is good for acquire or to close. (+3)
Black Spot is good for monster combat. (-3)Feel free to use either.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 29 Arabundi/Leaun Arduz
Top of Blessing Discard Pile: 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: 0
Blessings Deck
Canyon
At This Location: At the end of your turn, shuffle each location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Arabundi, Alase
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Deeper Dungeons
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta
Notes: Monster in the Closet (Barrier 1)
Barrier 1
Traits
Skirmish
Goblin
Basic
Check
Wisdom
Perception
9
Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon B
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Raheli
Notes: Goblin Warchanter (Monster 1), Carrionstorm (Monster 2), Skeleton Horde (Barrier B)
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Leaun Arduz - Ranger Arabundi |
Catching up:
*Recharging a card to shoot an arrow for Alase is not possible because we are at the same location, but the Potion of Vision got discarded by the Icy Terrain so there's no need to go back and edit.
Start of turn:
-Flipping Blessings Deck Card 1 (Turn 29 Arabundi): Blessing of the Gods.
Hearing Flenta sing a song about the gods again, Arabundi tried to walk on the slippery floor:
* Asking Flenta to discard Blessing of the Gods to add 1d8.
On the rocks: 1d8 + 1d8 + 1 ⇒ (6) + (2) + 1 = 9. I don't know what she's singing, but they sure don't like it...
Random location: 1d3 ⇒ 2. He fell down and ended up at the abattoir.
Let's take a look around."
-Exploring Abattoir Card 1: Monster in the Closet.
"What a nice looking closet, I wonder what's inside? Meanwhile, in the distance Flenta started to sing a song to Pharasma.
* Asking Flenta to discard Blessing of Pharasma to add 1d8.
Wisdom 13: 1d8 + 1d8 ⇒ (8) + (3) = 11. Nothing to see here and Arabundi moved along.
-Returning Monster in the Closet to the location Abattoir and shuffling it.
After all this slipping and sliding Zhaleh still was nowhere to be found. Perhaps they should delve deeper into the sites of these treacherous tunnels...
-Ending turn, drawing 2 cards to reset hand: Blessing of Erastil and Conch Shell.
_____
-No scenario reward and the scenario reward from #8.00-B1 stays "reserved" :/
-No tier progression :/
-I'd like the Ally 1 as an upgrade to replace my Crow in deck with Toad from CD-Ranger to be able to bury it to return a spell (Cure) form my discard pile to my hand 8)
I will be AFK for the rest of the day and suggest for the replaying of the scenario to switch the places of Flenta and Arabundi in the turn order as I am usually able to make late night posts.
Rhynn - Raheli |
Alright, here's what it looks like I had in my deck.
Codex - Item B
Short Bow - Weapon B
Magic Chain Mail - Armor 1
Half Plate - Armor B
Lightning Bolt - Spell 2
Iff's pregen |
Too bad about not making it. It's a tough scenario, and we were quite unlucky, I think. Only five cards we didn't see, and the villain was among them...
Switching Arabundi and me in turn order sounds good, indeed. I am usually off to bed between 22 and 22.30. :*)
I'll have to check my upgrades when I get home from work tonight. There weren't a lot of upgrades for me at B,1,2, so I will let the others pick first.
GM Hawkmoon269 |
Yeah. I think there was more than a bit of bad luck in there. The neat thing about pbp is you can go back and check the scenario updates and see what was where. You got a pretty bad deal with henchmen and villains being low in the decks. And often times, shuffling didn't help that.
Here is what I have as gained for upgrades:
Weapons
Weapon B Quarterstaff
Weapon B Shortbow
Weapon C Warhammer
Spells
Spell 2 Lightning Bolt
Spell 1 Fiery Weapon
Spell B Invisibility
Spell B Mirror Image
Spell C Detect Evil
Armors
Armor B Half-Plate
Armor B Magic Leather Armor
Armor C Magic Chain Mail
Items
Item B Codex
Item C Potion of Vision
Allies
Ally 1 Toad
Ally B Night Watch
Blessings
Blessing B Blessing of Erastil
Choose you upgrade and I'll set up for a replay. We'll switch Arabundi and Flenta. Locations are the same, so choose your starting locations as well.
Rhynn - Raheli |
I think I'd like to take the Blessing B to upgrade a BotG to a Pharasma.
I'm good with attempting to start at Thassilonian Dungeon again.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 1 Alase/MorkXII
Top of Blessing Discard Pile: Blessing of Irori
Blessing C
Traits
Divine
Irori
Check
Intelligence
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 29
Blessings Deck
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.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Bl:0 ?:1
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
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.
Dam
At This Location: You may not move or be moved from this location unless another character is present.
When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
When Permanently Closed: No effect
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:0 ?:1
Located here: Flenta
Ally C
Traits
Animal
Elite
Check
Wisdom
Survival
6
Powers
Recharge this card to add 1d10 to your Stealth check.
Discard this card to add 1d4 to your Melee combat check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits
Goblin
Ranger
Elite
Check
Combat
9
Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Item B
Traits
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and chose a character at your location to succeed at a Perception check.
Monster 2
Traits
Undead
Ghoul
Check
Combat
11
Powers
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
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.
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.
Weapon C
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.
Armor C
Traits
Shield
Offhand
Basic
Check
Constitution
Fortitude
4
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Arabundi
Monster C
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.
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Raheli, Alase
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
MorkXII - Alase |
Character:Hand: Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Blessing Of The Gods, Bound Imp, Haste, Tonbarse Deck: 9 Discard: 0 Buried: 0 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
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.
Rhynn - Raheli |
I'll display Rocky as soon as we start rolling.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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):Hand: , Flying Squirrel, Cure, Good Omen, Black Spot, Conch Shell, BotGDisplay 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; if you have a role card, any 1 character at your location my move with you.
Deck: 10 Discard: 0 Buried: 0 Displayed: 0
Notes: Good Omen available (+3 to any check to acquire or any check to close a location)
Black Spot available (-3 to Monster check to defeat)
BotG as needed
MorkXII - Alase |
Start of Turn:
Flip Blessing - Blessing of Iori
Move Step:
Dexterity 11: 1d6 ⇒ 6
Alase can't quite shake the feeling she's been here before. But as she enters the dark Dungeons, she slips on some ice and goes careening down an icy tunnel.
Random Location: 1d6 ⇒ 2
She stops sliding at the top of a large underground dam, and finds Flenta already there. "Flenta! How did you get here?" Alase decides to have a look around.
Display Tonbarse.
Explore: Snake (Ally C)
Not thrilled to have encountered a snake, Alase still thinks it might be useful to have along
CtA Survival 6: 1d8 + 2 ⇒ (1) + 2 = 3 Failed. The snake eludes Alase's grasp and slithers into a pile of rocks beyond her reach.
Display Bound Imp to draw two cards (Augury, Stalking Armor).
Cast Augury for Barriers:
Card 1: Icy Terrain (Henchman Barrier 2)
Card 2: Goblin Commando (Monster B)
Card 3: Potion of Vision (Item B)
Icy Terrain to the top, shuffle the others.
Recharge Augury Arcane 8: 1d10 + 3 ⇒ (10) + 3 = 13. Recharged.
Alase considers moving forward, but it seems even darker and colder ahead. She's not sure if she should proceed alone...
Before I explore again, I need to know if there's a blessing available for me to take out that Henchman. I can play one blessing, but 2d8+2 for a 12 is pretty risky. I wish I had thought to play Bound Imp before I explored though - could have picked up Augury right away and saved an explore.
MorkXII - Alase |
..continuing
Feeling the presence of the gods, Alase boldy steps forward onto the ice
Cast Haste to explore: Icy Terrain (Henchman Barrier 2)
Recharge Haste Arcane 10: 1d10 + 3 ⇒ (6) + 3 = 9. Failed, Haste discarded.
Recharge Blessing of the Gods to add 2 dice to an Intelligence check
Askin Raheli to discard Blessing of the Gods to add 2 dice to an Intelligence check.
Icy Terrain CtD Int 12: 5d6 ⇒ (5, 3, 3, 3, 1) = 15 Defeated.
Closing the Dam:
Suddenly a section of the dam breaks of the top of the dam right nearr Alase's feet.
Bury 1d4 cards: 1d4 ⇒ 1 Nice! Bury Stalking Armor. Dam closed.
A rush of water flows the lost chuck of the dam, and Alase successfully jumps to solid ground, but drops her armor in the process.
End of turn:
Draw Tonbarse
Recharge Bound Imp Arcane 8: 1d10 + 3 ⇒ (6) + 3 = 9. Recharged.
Reset Hand (drawing Amulet of Life and Troubadour)
Character:Hand: Amulet Of Life, Black Spot, Blessing Of Pharasma, Blessing Of The Gods, Tonbarse, Troubadour Deck: 9 Discard: 0 Buried: 1 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
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.
Notes:
I will play Tonbarse at Raheli's location immediately following her move. Blessings played on checks at her location will be recharged, so feel free to use them.Black Spot (-3 to a monster) is also available.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 2 Raheli/Rhynn Davrie
Top of Blessing Discard Pile: 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: 28
Blessings Deck
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Bl:0 ?:1
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
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.
Dam
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: Flenta, Alase
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Arabundi
Monster C
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.
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:4 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Raheli
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Rhynn - Raheli |
Catching up
Displaying Rocky at start of Alase's turn.
Discarding BotG for Alase
Start of turn
Top of blessing discard is Blessing of Gorum.
Acrobatics DC 11: 1d10 + 2 ⇒ (4) + 2 = 6
Despite Rocky's guidance, Raheli still has trouble navigating the icy terrain...
Random Location: 1d5 ⇒ 3
and finds herself back in the Warrens with Arabundi.
Revealing Conch Shell to add 1d6 to Perception
BYA Perception 8: 1d4 + 1d6 ⇒ (4) + (2) = 6
A sneak, quickly snatches her scroll of Good Omendiscarded, and just as he's about to make his escape, Rocky chirps a warning and quickly darts after the sneak, nipping at him and drawing Raheli's attention.
Casting Black Spot, and Recharging Conch Shell to attack with her hair.
Combat DC (9+2-3) 8: 1d10 + 1d8 ⇒ (6) + (7) = 13
Recharge Black Spot
Arcane DC 6: 1d8 + 3 ⇒ (5) + 3 = 8
Having disposed of the sneak, Raheli takes a second to see if she can find her Good Omen scroll.
Drawing to end.
Skills and Powers:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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):Hand: Cure, Silver Raven Figurine, Flame Staff, Amulet of Life, Blessing of PharasmaDisplay 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; if you have a role card, any 1 character at your location my move with you.
Deck: 8 Discard: 2 Buried: 0 Displayed: 1
Notes: Silver Raven Figurine available to send me item/armor/weapons, or to send them to you, although nothing of interest for most people currently.
Blessing of Pharasma as needed
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 3 Flenta/Iff
Top of Blessing Discard Pile: 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: 27
Blessings Deck
Blessing 2
Traits
Divine
Abadar
Check
Dexterity
Disable
6
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Bl:0 ?:1
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
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.
Dam
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: Flenta, Alase
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Arabundi, Raheli
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:5 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Monster B
Traits
Undead
Incorporeal
Elite
Check
Combat
11
OR
Wisdom
Divine
7
Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Monster B
Traits
Goblin
Warrior
Elite
Check
Combat
9
Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Iff's pregen |
Starting hand, for clarity.
Skills and Powers:Hand: Spiked Chain +1, Call Weapon, Speed, Standard bearer, Blessing of the GodsSkills STRENGTH d10+1
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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.
Deck: 11 Discard: 0 Buried: 0 Displayed: 0
Notes:
Iff's pregen |
Blessing of Abadar.
Acrobatics: 1d6 + 2 ⇒ (4) + 2 = 6
Random location: 1d5 ⇒ 4
Flenta was quite content to stay at the Dam for a while, high and dry. "Anything better than the abattoir." However, Alase quickly decides to come over and the first thing she does is blow up the entire dam. "Typical..."
And in a case of irony, Flenta ends up at the abattoir again. "Typical..."
--
Once there, Flenta carefully avoids opening any closets. However, suddenly a spectre jumps out at her!
Recharge spiked chain +1.
Melee, 11+4 needed: 1d10 + 3 + 2d4 + 1 + 1d6 ⇒ (2) + 3 + (3, 3) + 1 + (3) = 15 Success, barely.
--
Flenta then casts 'Call Weapon' to search her deck for her trusty Shock Glaive. Banish Call Weapon, add Force Missile to the bottom of my deck.
--
She then sends her standard bearer to explore around the next corner. A goblin warrior...
Recharge Shock Glaive.
Melee, 9+4 needed: 1d10 + 3 + 1d10 + 1 + 1d8 ⇒ (7) + 3 + (7) + 1 + (5) = 23
She swiftly and brutally deals with the goblin, then stews her weapon while its lightning property recharges.
--
End of Turn. Draw Strength, Lucerne Hammer and Spiked Chain.
Skills and Powers:Hand: Lucerne Hammer, Spiked Chain +1, Speed, Strength, Blessing of the GodsSkills STRENGTH d10+1
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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.
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes: - Speed and Strength can be freely used, as needed.
- BotG can be used for villain/henchmen or for closing locations.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 4 Arabundi/Leaun Arduz
Top of Blessing Discard Pile: 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: 26
Blessings Deck
Blessing B
Traits
Divine
Gorum
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Bl:0 ?:1
Barrier B
Traits
Cache
Lock
Trap
Basic
Check
Dexterity
Disable
9
OR
Strength
Melee
11
Powers
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
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.
Monster C
Traits
Lycanthrope
Check
Combat
13
Powers
Before the encounter, examine the top card of the blessings discard pile. If the card is Blessing of the Gods, the difficulty to defeat the Werewolf is increased by 3.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
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.
Dam
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
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Arabundi, Raheli
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
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.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:3 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Leaun Arduz - Ranger Arabundi |
Catching up:
-Starting at the Warrens.
-Starting hand: Deathbane Light Crossbow +1, Leather Armor, Dagger, Returning Throwing Axe +1, Blessing of the Gods and Blessing of Erastil.
-Recharging Dagger to add 1d4 to Flenta's combat check against the Spectre.
-Recharging Leather Armor to add 1d4 to Flenta's combat check against the Goblin Warrior.
Start of turn:
-Top card of blessings discard pile: Blessing of Abadar.
icy business 11: 1d8 + 1 ⇒ (7) + 1 = 8.random location: 1d5 ⇒ 1. Standing in front of the Warrens, Raheli came sliding in and bounced against Arabundi sending him sliding to the Canyon. There he bumped into a big closed locker.
-Exploring Canyon Card 1: Trapped Locker.
-Discarding Blessing of the Gods to add 1d8.
Dexterity 9: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (2) = 6. Ouch! The lid flew off and a bolt shot into his arm.
Bury cards: 1d4 - 1 ⇒ (4) - 1 = 3.
-Burying the top 3 cards of my deck: Conch Shell, Light Crossbow and Fox.
Clenching his teeth against the pain he sang to Erastil and walked into the Canyon.
-Discarding Blessing of Erastil to explore Canyon Card 2: Carrionstorm.
A carrionstorm attacked him and he reached for his crossbow:
Ranged combat 12: 1d8 + 4 + 1d8 + 1 + 1d8 ⇒ (6) + 4 + (5) + 1 + (8) = 24. The carrionstorm quickly dissipated into thin air.
Arabundi sat down and tended the wound in his arm.
-Ending turn drawing 4 cards to reset hand: Cure, Toad, Beast Skin and Blessing of the Gods.
_____
Hand: Returning Throwing Axe +1, Deathbane Light Crossbow +1, Cure, Toad, Beast Skin and Blessing of the Gods.
Deck: 4 Discard: 2 Buried: 3 Displayed: 0
- 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 to recharge to add 1d4 to a combat check at another location: Beast Skin.
-Available to discard to add 1d8 to a combat check to defeat against a bane that has the Undead trait at another location: Deathbane Light Crossbow.
-Available: 1x Blessing of the Gods.
MorkXII - Alase |
Start of Turn:
Flip Blessing - Blessing of Gorum
Examine Top Card of Warrens Giant Hermit Crab (Monster 1), shuffle Warrens, Draw Tonbarse
Move Step:
Dexterity 11: 1d6 ⇒ 1
Water continues to flow from over the broken dam, throwing a fine mist of water into the air, making the ice even more treacherous. As careful as she is, Alase still can't prevent herself from falling.
Random Location: 1d5 ⇒ 1 = Canyon
Below the dam, the underground river has carved a massive canyon, and Alase comes to stop not far from Arabundi
Display Tonbarse.
Explore: Werewolf (Monster C)
A Werewolf! No, wait! There's two of them! "Arabundi, you take that one while dispatch this one!" Arabundi will need to fight a werewolf as well.
Cast Black Spot Recharge Arcane 6: 1d10 + 3 ⇒ (1) + 3 = 4 Discarded.
Recharge Blessing of the Pharasma
Werewolf CtD Combat 13-3=10: 2d10 + 3 + 3 ⇒ (4, 1) + 3 + 3 = 11 Defeated.
Pausing for Arabundi's combat... I have a blessing of the Gods that can be recharged for 1 die, or 2 die on a Strength-based combat check
MorkXII - Alase |
I decided to continue after all - just let me know if you want that blessing, Leaun.
Discard Troubadour to explore.
Encounter: Elven Chain Shirt (Armor B)
CtA Constitution 6: 1d6 ⇒ 4. Failed, banished.
Examine Top Card of Canyon Treasure Map (Barrier B), Shuffle the Canyon, and draw Tonbarse.
Reset Hand (Drawing 2xBotGs, Staff of Minor Healing, and maybe one more, if Arabundi uses my Blessing)
Character
Spoiler:Hand: Amulet Of Life, Blessing Of The Gods, Blessing Of The Gods, Blessing Of The Gods, Staff of Minor Healing, Tonbarse Deck: 7 Discard: 2 Buried: 1 Displayed: 0Skills STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2Powers
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.
After turn, as soon as possible:
Display Tonbarse at the CanyonRecharge Staff of Minor Healing to allow Arabundi to recharge one random card
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 6 Raheli/Rhynn Davrie
Top of Blessing Discard Pile: Blessing of Erastil
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessing C
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Arabundi, Raheli
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.
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.
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
Dam
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
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Weapon B
Traits
Mace
Melee
Bludgenoning
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:3 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Flenta
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Rhynn - Raheli |
I know Arabudni still has a combat to do, but think I can continue on without it affecting much...assuming I don't get dumped in the Canyon. Going to try and see where I end up.
Start of turn
Top of blessing discard is Blessing of Erastil.
"Darn ice, was hoping to give Arabundi this cure..."
Acrobatics DC 11: 1d10 + 2 ⇒ (5) + 2 = 7
Random Location: 1d5 ⇒ 3
Raheli tries to follow Arabundi, but just slips and slides over into a wall and remains in the Warrens.
She's about to try again, when she catches a glow of something frozen into the ice. Investigating, she finds a Flaming Mace +1.
Strength DC 11: 1d6 ⇒ 3
Wow, that's really stuck in there, hope it wasn't something Flenta dropped.
With a little prayer to Pharasma, discarding blessing to explore, Raheli continues to search deeper into the Warrens and finds a Crow.
Wisdom DC 6: 1d5 ⇒ 1
Raheli tries to convince it to guide her, but Rocky starts chasing it around the Warrens until he drives it off.
Drawing to end.
Can't figure out how to nest this within the other spoiler...
Powers and Skills:Skills STRENGTH d6
DEXTERITY d10
-Disable: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8+1
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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; if you have a role card, any 1 character at your location my move with you.
Current Hand:Hand: Cure, Amulet of Life, Flame Staff, Silver Raven Figurine, Vulture
Deck: 7 Discard: 3 Buried: 0 Displayed: 1
Notes: I'll try to send the Cure to Arabundi via Vulture if I take some damage.
Silver Raven still available to send me item/armor/weapons or vice versa if you see something you need.
Iff's pregen |
No catch-up. I still have the Speed spell, and Arabundi could reasonably use it to fight the werewolf.
Blessing of Calistria.
Acrobatics: 1d6 + 2 ⇒ (4) + 2 = 6
Random location: 1d5 ⇒ 1
Canyon, along with Raheli and Arabundi. I'm going to hold here, because things could get really messy otherwise.
Leaun Arduz - Ranger Arabundi |
Out of turn:
The arrival of Alase had stirred up a couple of werewolves. Luckily this side of the asteroid was not facing the moon.
-Recharging Returning Throwing Axe +1 to add 1d6:
Ranged combat 13: 1d8 + 4 + 1d8 + 1 + 1d6 ⇒ (4) + 4 + (2) + 1 + (5) = 16. Arabundi threw the axe at the werewolf taking it out.
Iff's pregen |
Resuming my turn.
Flenta is at the Canyon. She explores, and finds a Pit Trap. Eek!
Asking Alase to recharge a BotG (due to Tonbarse). Because of Calistria, that adds 2 dice. Also casting speed, because it might give me another nice spell. And I do not want to fail this check, with three people here.
Acrobatics, 8 needed: 1d6 + 2 + 2d6 + 3 ⇒ (3) + 2 + (1, 6) + 3 = 15 Success, and an extra explore.
--
Flenta lithely jumps over the pit trap, and finds a treasure map beyond.
Knowledge, 6 needed: 1d8 + 2 ⇒ (2) + 2 = 4 Fail, Banish Treasure map.
--
With Arabundi also here, I don't want to risk drawing the last monster. Besides, others are better at fighting the henchmen of this scenario.
End of turn. Banish Speed. Augury to the bottom of my deck. Draw another BotG.
Skills and Powers:Hand: Lucerne Hammer, Spiked Chain +1, Strength, Blessing of the Gods, Blessing of the GodsSkills STRENGTH d10+1
-Melee: Strength +2
DEXTERITY d6
-Acrobatics: Dexterity +2
CONSTITUTION d6
INTELLIGENCE d8
-Knowledge: Intelligence +2
WISDOM d6
CHARISMA d6Powers
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.
Deck: 10 Discard: 1 Buried: 0 Displayed: 0
Notes: - Strength can be freely used, as needed.
- First BotG can be used, as needed. Second only for villain/henchmen or for closing locations.
MorkXII - Alase |
Hand: Amulet Of Life, Blessing Of The Gods, Blessing Of The Gods Deck: 9 Discard: 2 Buried: 1 Displayed: Tonbarse
Tonbarse:Display this card next to a location. While displayed, for your combat check at that location, you may use your Arcane skill plus 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.
Just in case you missed it,Leaun, you need to recharge a random card form your discard yet.
GM Hawkmoon269 |
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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (i.e. 11) or move to a random open location and end your move step.
Turn: 8 Arabundi/Leaun Arduz
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 22
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 1
Traits
Divine
Lamashtu
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
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.
Blessing B
Traits
Divine
Desna
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing C
Traits
Divine
Basic
Check
None
0
Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits
Divine
Calistria
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Sarenrae
Check
Constitution
4
OR
Divine
5
Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
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:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Arabundi, Flenta
Ally B
Traits
Human
Elite
Check
Strength
Melee
8
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
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.
Dam
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
Deeper Dungeons
At This Location: The difficulty of combat checks is increased by 1.
When Closing: Succeed at a Constitution or Fortitude 8 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Sorcerer
Veteran
Check
Combat
8
Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.
Spell B
Traits
Magic
Arcane
Basic
Check
Intelligence
Arcane
6
Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Barrier 2
Traits
Skirmish
Undead
Zombie
Elite
Check
None
Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
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.
Monster 2
Traits
Aberration
Check
Combat
12
Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Item 1
Traits
Liquid
Alchemical
Elite
Check
Intelligence
Craft
6
Powers
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits
Goblin
Warrior
Elite
Check
Combat
8
Powers
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:1
Located here: Raheli
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.
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.
Ally B
Traits
Animal
Basic
Check
Wisdom
Survival
5
Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
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.
Item P
Traits
Acessory
Magic
Check
Charisma
Diplomacy
8
Powers
Reveal this card to evade a bane with the Goblin trait.
When you defeat a bane with the Goblin trait, you may recharge this card to examine your location deck until you find a weapon, an item, or an armor; add it to your hand and shuffle the location deck.
Spell B
Traits
Magic
Arcane
Divine
Basic
Check
Intelligence
Arcane
Wisdom
Divine
2
Powers
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Abattior
At This Location: The difficulty of your checks to defeat banes is increased by the number of characters.
When Closing: Summon and defeat the henchman Brimorak
When Permanently Closed: On closing, recharge a random weapon from your discard pile.
M:3 Ba:2 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Weapon 2
Traits
Pick
Melee
Piercing
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 6, count it as a 7.
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.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
Dexterity
Acrobatics
9
Powers
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon B
Traits
Hammer
Melee
Bludgeoning
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; 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.
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster 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.
Henchman Barrier 2
Traits
Obstacle
Cold
Veteran
Check
Intelligence
Wisdom
Survival
10
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Barrier B
Traits
Cache
Magic
Elite
Check
Intelligence
Arcane
10
Powers
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Thassilonian Dungeon
At This Location: If you play a spell with the Arcane trait, you may immediately draw a card.
When Closing: Succeed at an Intelligence or Arcane 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:3 Ar:1 I:1 Al:0 Bl:0 ?:1
Armor P
Traits
Heavy Armor
Magic
Check
Constitution
Fortitude
7
Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; a random character at your location is dealt 1 Combat damage. If you are proficient with heavy armors; bury this card instead of banishing it.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Monster B
Traits
Human
Warrior
Vetran
Check
Combat
10
Powers
The difficult fo the check to defeat is increased by the scenario's adventure deck number.
Item C
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
Banish this card and choose a character at your location to succeed at a Stealth check.
Villain Monster 2
Traits
Outsider
Elemental
Janni
Cold
Veteran
Check
Combat
13
THEN
Combat
15
OR
Diplomacy
13
Powers
Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number. If the check to defeta has the Fire trait, add 1 die.
Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
Weapon 2
Traits
Scythe
Melee
Slashing
2-Handed
Magic
Check
Strength
Melee
11
Powers
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell B
Traits
Magic
Arcane
Attack
Electricity
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Spell C
Traits
Magic
Divine
Elite
Check
Wisdom
Divine
6
Powers
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
If you do not have the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.