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

Game Master Hawkmoon269

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

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

Potentially Summoned Henchmen

Ancient Skeleton:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

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

Bandit:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

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

Goblin Raider:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

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

Skinsaw Cultist:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

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

Zombie Minion:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

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

Possible Random Cards For Players


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Rewards:
2 Card Feats - Spell and Blessing
Upgrades: Ally 2 (Trouabdour -> Bound Lantern Archon)
Upgrade Spell 1 (new Spell slot -> Stone Skin

Then I need to take a Blessing to fill the new card slot. No Basics in my deck, so I get a Blessing of Iomedae (B).

If Rhynn doesn't want the Spell 2 he got, I'll going to take Twisted Space (Spell 2) instead. But its his if he wants it.

Alase wrote:

Character:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2

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

Hand: Black Spot, Blessing Of The Gods, Blessing Of The Gods, Haste, Staff of Minor Healing, Troubadour Deck: 11 Discard: 0 Buried: 0 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.


Notes:
Black Spot and the BotGs are free to use as needed.


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

The prison consisted of narrow corridors supported by pillars in the shape of obelisks. Due to the very low ceiling , Arabundi would not be able to use his longbow. The walls obscured his sight and behind each of them a creepy crawler could be hinding ready to attack them.

Starting turn:
-Top of Blessing Discard Pile: Blessing of Calistria.
-Exploring Scorched Obelisk Card 1: Zombie Horde.

A nearby shufling sound alerted the team of the looming danger: a horde of zombies came at them. Arabundi reached for his crossbow and shot at the one closest by...

Ranged combat 9: 1d8 + 4 + 1d8 + 1 + 1d8 ⇒ (6) + 4 + (2) + 1 + (4) = 17 ...right through its head.
Electricity damage: 1d4 ⇒ 3
-Revealing Beast Skin to reduce Electricity damage by 2 to 1.
-Discarding Blessing of the Gods as 1 Electricity damage.

* Everyone fights a Zombie Minion.

-Discarding Dog:
-Exploring Scorched Obelisk Card 2: Half-Plate

"That's a nice piece of armor that zombie's got. Let's try not to waste it"

Constitution 4: 1d10 ⇒ 7 "Got it!"

-Ending turn drawing 1 card to reset hand: Dagger.

_____
Hand: Deathbane Light Crossbow +1, Beast Skin, Dagger, Blessing of Erastil, Blessing of Erastil and Half-Plate.
Deck: 10 Discarded: 2 Buried: 0 Displayed: 0

Powers:
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors 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.
- Favored card type: Weapon or Spell.

Notes:
-Available: Half-Plate and 2x Blessing of Erastil (add 2 dice to any combat Dexterity check).


Don't forget the location power, which should be:

"When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage."

Dark Archive

GM Hawkmoon269 wrote:

Don't forget the location power, which should be:

"When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage."

Arabundi wrote:
"Ouch!" :S


Raheli Deck Handler

Raheli upgrades after completion of last scenario.

Tier upgrade is card feat - Item, I'll fill that will an Item 1 (Sapphire of Intelligence) from the loot.

Scenario reward is a card feat - Spell, I'll also fill that with a Spell 1 (Stone Skin) from the loot.

I think that leaves a Spell 2 for Alase to upgrade to.


Raheli Deck Handler

Hand at start of scenario

Raheli wrote:

Skills and Powers:
Skills

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

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

Rocky(Flying Squirrel):
Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.

While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.


Hand: Flying Squirrel, Augury, Amulet of Life, Haunted Doll, Vulture, Blessing of the Gods
Deck: 12 Discard: 0 Buried: 0 Displayed: 0
Notes: Will be placing Rocky as soon as we flip the first blessing.

Off Turn Actions.

Displaying Rocky during Flenta's turn.

Another zombie! I thought we were through with these guys...

Recharging Vulture to activate hair, recharging Haunted Doll for power.

Zombie Minion - CtD Combat 9: 1d10 + 1d8 + 1d4 ⇒ (7) + (7) + (4) = 18 Sigh, too much.

Electrical Damage: 1d4 ⇒ 3

Discarding Amulet of Life to soak the damage.

Amulet - Recharge Arcane 7: 1d8 + 3 ⇒ (5) + 3 = 8

Amulet recharges.

Hand after all that:

Raheli wrote:

Skills and Powers:
Skills

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

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

Rocky(Flying Squirrel):
Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.

While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.

Hand: Augury, Blessing of the Gods
Deck: 15 Discard: 0 Buried: 0 Displayed: Rocky
Notes: BotG available if needed.


I'm going to keep the Spell 1 upgrade, I think.

Off-turn:
Display Tonbarse.
Yet another zombie lurches toward Alase. Tonbrase moves in to attack.
Cast Black Spot.
Zombie CtD Combat 9-3=6: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6. Defeated.
Recharge Black Spot Arcane 6: 1d10 + 3 ⇒ (5) + 3 = 8. Recharged.
I'm going to assume Flenta defeats the zombie, and that the Zombie Horde gets banished.

Start of turn:
Flip Blessing: Shelyn
Examine top card: Half-Plate, leave on top, draw Tonbarse, display Tonbarse.

Explore: Half-Plate.
CtA Constitution 4: 1d6 ⇒ 1. Failed, banished.

Cast Haste to explore again: Yeth Hound. Assuming at least one of us fails the Wisdom check, I'll just assume my checks are +1 difficulty for the rest of my turn.
Recharge BotG for +1d10
Combat 9+1=10: 2d10 + 3 + 2 ⇒ (8, 8) + 3 + 2 = 21. Defeated. Take 1d4 ⇒ 1 Electricity damage: Troubadour discarded.
Recharge BotG for +1d10
Recharge Haste 10+1=11: 2d10 + 3 ⇒ (5, 7) + 3 = 15. Recharged.

Recharge Staff of Minor Healing to recharge Troubadour.

End of turn:
Examine top card - Dagger Weapon B, leave it there, draw Tonbarse.
Reset hand, drawing 5.

Alase wrote:

Character:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2

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

Hand: Amulet Of Life, Blessing Of The Gods, Bound Imp, Eloquence, Stalking Armor Deck: 12 Discard: 0 Buried: 0 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.


Notes:
BotGs available to anyone.


Ok. A little confusoin there. Arabundi explored past the Horde (assuming you'd all defeat it) and acquired the Half Plate. Alase defeated the Yeth Hound. I'm going to rule that Alase played Haste after the Yeth Hound, encountered the Dagger and apply the 1d6->1 result to the attempt to acquire that. Which fails. Alase examines the next top card, which is Standard Bearer. We'll leave it there. Raheli's turn.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 4 Raheli/Rhynn Davrie

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 6
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 5 Flenta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 6 Arabundi)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 7 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 8 Raheli)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 9 Flenta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 10 Arabundi)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Alase, Arabundi, Flenta, Raheli

Scorched Obelisk Card 1 - Standard Bearer:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.

Scorched Obelisk Card 2:
Mystic Inscription
Barrier C

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.

Scorched Obelisk Card 3:
Enchanter
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.


Raheli Deck Handler

Start of turn.
Top of blessing discard is Blessing of the Gods.

Raheli ponders the situation and decides to take a look at the future, specifically looking for barriers. With a whispered Arcane phrase she casts her mind's eye forward and sees a Standard Bearer, Mystic Inscription, and an angry looking Enchanter.

Place the Mystic Inscription on top, shuffle the rest.

Augury Recharge - Arcane 8: 1d8 + 3 ⇒ (3) + 3 = 6 Augury goes to discard.

After completing her casting, Raheli strides forward to a wall nearby and encounters a Mystic Inscription on one of the nearby walls.

Discarding BotG to try and get this.

Mystic Inscription - CtD Arcane 10: 1d8 + 3 + 1d8 ⇒ (5) + 3 + (6) = 14

Raheli quickly mutters a counter to the Mystic Inscription and the lock dispels. She finds a room that contains a couple of scrolls behind the inscription.

Spells to hand: 1d4 ⇒ 2

Clearly there is some sort of additional protection on the scrolls because as soon as she picks them up an arc of lightning strikes her.
Electrical Damage: 1d4 ⇒ 4

Unless one of those spells gives some damage reduction to Electricity, they both go to discard, I'm going to assume that's the case since I can't think of any that would in this box.

Drawing to end. Over to Flenta.

Raheli wrote:

Skills and Powers:
Skills

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

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

Rocky(Flying Squirrel):
Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.

While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.

Hand: Black Spot, Stone Skin, Flame Staff, Fox, Blessing of Pharasma
Deck: 10 Discard: 4 Buried: 0 Displayed: Rocky
Notes:Black Spot for -3 to Monster check available.
Stone Skin - will use when the Enchanter comes up.
Fox available for 1d4 on Wis/Int
Blessing of Pharasma available if needed.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

With the help of dozens of other Pathfinders, all working together, the last of the circles and their strange guardians fall!

Sorrina Westyr's image manifests to the Pathfinders, standing before a floating metallic polyhedron scribed with countless shifting glyphs. “We have done it! Now how to open this—”

A great crack interrupts the Master of Spell's musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”

Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”

Drandle Dreng’s shaggy head appears once again in the divination window. “You heard her, Pathfinders!” He says, fist raised. “Go get ‘em!”

Table GMs, begin the final encounters.


From Mystic Inscription:

Random Spell-Inflict:
Inflict
Spell B

Traits
Magic
Divine
Attack
Basic

Check
Wisdom
Divine
6

Powers
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.

Random Spell-Detect Magic:
Detect Magic
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.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 5 Flenta/Iff

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Blessings Remaining: 5
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 6 Arabundi)
Spoiler:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 7 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 8 Raheli)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 9 Flenta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 10 Arabundi)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Alase, Arabundi, Flenta, Raheli

Scorched Obelisk Card 1:
Enchanter
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.

Scorched Obelisk Card 2:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.


ACG Flenta - Fighter

Out of turn
Flenta isn't shy to do her part, and grabs her glaive to combat a zombie of her own.

Reveal Shock Glaive +1. I don't want to fail, since that would mean we have to deal with it again (and disrupt continuity). However, I can reroll by recharging.
Melee, 9 needed: 1d10 + 4 + 1d10 + 1 ⇒ (1) + 4 + (7) + 1 = 13
Electricity damage: 1d4 ⇒ 2 Bury Hide armor of fire resistance.

--

Start of turn
Blessing of the Gods

Explore card 1: Enchanter
BYA Force damage: Discard Crowbar
Recharge shock glaive +1. Chances are I'll lose most of my hand anyway.
Melee, 8 needed: 1d10 + 4 + 1d10 + 1 + 1d8 ⇒ (3) + 4 + (10) + 1 + (3) = 21
Electricity damage: 1d4 ⇒ 2 Discard BotG x2
AYA fire damage: Discard Spiked Chain +1

While fighting the zombie, Flenta tries to real to hold her punches. However, it won't do much good. There's lightning everwhere and her armor is ruined at the end of it. She shrugs her shoulders. "I guess I'm not good at keeping it small, don't it?" When she sees an evil enchanter around the corner, she doesn't hesitate but runs in at full speed. The ensuing battle is epic, with all kinds of spell effects flying around. When the dust settles, Flenta is left standing, though she's covered in soot and short on breath. "That was awesome!"

--

Reset hand: Call weapon, strength, hat of glamour, staff of minor healing, blessing of CC, blessing of Gorum
I'll use the staff first chance I get. It recharges BotG.

Flenta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Call Weapon, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 6 Discard: 6 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 6 Arabundi/Leaun Arduz

Top of Blessing Discard Pile: Blessing of Torag

Top Blessing:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 4
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 7 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 8 Raheli)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 9 Flenta)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 10 Arabundi)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Alase, Arabundi, Flenta, Raheli
Notes: Standard Bearer

Scorched Obelisk Card 1:
Standard Bearer
Ally B

Traits
Human
Basic

Check
Constitution
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.


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

Start of turn:
-Top of Blessings Discard Pile: Blessing of Torag.
-Giving Blessing of Erastil to Alase
-Exploring Scorched Obelisk Card 2: Standard Bearer.

* Asking Alase to recharge Blessing of Erastil to add 1d10:

Constitution 7: 1d10 + 1d10 ⇒ (8) + (2) = 10

-Adding Standard Bearer to hand.

* Asking Alase to recharge Blessing of the Gods to add 1d10:

-Recharging Standard Bearer to add 1d6:
-When Closing
Constitution 9: 1d10 + 1d10 + 1d6 ⇒ (2) + (5) + (5) = 12
-When Permanently Closed :
-Revealing Beast Skin to reduce 1 Electricity damage by 2 to 0.

* GM: please report one success to the overseer GM :)

Arabundi was about to shoot at first sight of something moving, but noticed in time it was an innocent and lost standard bearer. With her help he shut down one of the obelisks wildly crackling with electrical energy to get the team safely into the next room.

-Ending turn drawing 1 card to reset hand: Cure.
_____
Hand: Deathbane Light Crossbow +1, Beast Skin, Blesing of Erastil, Half-Plate, Dagger and Cure.
Deck: 10 Discarded: 2 Buried: 0 Displayed: 0

Powers:
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors 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.
- Favored card type: Weapon or Spell.

Notes:
-Available: Cure.
-Holding on to Blessing of Erastil to give to Alase on my next turn.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 7 Alase/MorkXII

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 8 Raheli)
Spoiler:
Blessing of Erastil
Blessing C

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 9 Flenta)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 10 Arabundi)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 4 (Turn 11 Alase)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 12 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 6 (Turn 13 Flenta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 14 Arabundi)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 8 (Turn 15 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 9 (Turn 16 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:0
Located here: Alase, Arabundi, Flenta, Raheli
Notes: Standard Bearer

Scorched Obelisk Card 1:
Mystic Inscription
Barrier C

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.

Scorched Obelisk Card 2:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk Card 3:
Battleaxe
Weapon B

Traits
Axe
Melee
Slashing
Elite

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Scorched Obelisk Card 4:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Scorched Obelisk Card 5:
Half-Plate
Armor C

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

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

Scorched Obelisk Card 6:
Snake
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.

Scorched Obelisk Card 7:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Scorched Obelisk Card 8:
Trapped Passageway
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.

Scorched Obelisk Card 9:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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


Off-turn:
Received and then recharged Blessing of Erastil
Recharge BotG

Start of turn:
Flip Blessing - Abadar
Examine top card - Mystic Inscription. Leave on top, draw Tonbarse.

Display Tonbarse.
Display Bound Imp to draw two cards (Charmed Monster, BotG)

Explore: Mystic Inscription.
Alase finds some ancient rules, and prepares herself to study them, hoping to learn some arcane mysteries.

Recharge Stalking Armor (Tonbrase power)
Display Eloquence, recharge BotG.
CtD Arcane 10: 2d10 + 3 + 3 ⇒ (2, 2) + 3 + 3 = 10. Success. Draw 1d4 ⇒ 2 spells: Haste, Mirror Image (used Spells #1 and #2 from the top of the page).

Cast Haste to explore again: Blessing of the Gods. Acquired.
Recharge Haste 10: 1d10 + 3 + 3 ⇒ (10) + 3 + 3 = 16

Discard BotG to explore again: Battleaxe
CtA Strength 8: 1d6 ⇒ 2. Failed, banished.

End of Turn:
Examine top card - Plague Zombie, leave it on top, draw Tonbarse.
Recharge Bound Imp Arcane 8: 1d10 + 3 + 3 ⇒ (9) + 3 + 3 = 15. Recharged.
Recharge Eloquence Arcane 8: 1d10 + 3 + 3 ⇒ (3) + 3 + 3 = 9. Recharged.
Reset hand, drawing 3: Augury, Blessing of Pharasma, Stone Skin

Alase wrote:

Character:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2

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

Hand: Amulet Of Life, Augury, Blessing Of Pharasma, Charm Monster, Stone Skin, Tonbarse Deck: 14 Discard: 1 Buried: 0 Displayed: 0

Notes:
BoPharasma available.
Augury is available for anyone to use on their turn.
Stone Skin available to any one who wants to block damage. If Stone Skin gets used, I can also pass Amulet of Life to someone as well,
when they encounter a bane.

Stone Skin:
Display this card next to a characters's deck. While displayed, reduce all damage dealt to that character by 4. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 9 check to recharge it instead.


Raheli Deck Handler

Start of turn
Top of blessing discard is Blessing of Erastil.

Displaying Raheli's Stone Skin to reduce all damage by 4.

Exploring and finding a Plague Zombie.

Casting Black Spot, Recharging Blessing of Pharasma to activate hair, recharging Flame Staff for power.

Plague Zombie - CtD Combat (11-3)=8: 1d10 + 1d8 + 1d4 ⇒ (7) + (7) + (4) = 18

Black Spot Recharge - Arcane 6: 1d8 + 3 ⇒ (7) + 3 = 10 Recharging Black Spot.

Electrical Damage from Location: 1d4 ⇒ 4

Preventing 4 Electrical Damage due to Stone Skin.

Drawing to end. Recharging Fox to assist with Stone Skin recharge.

Stone Skin Recharge - Arcane 9: 1d8 + 3 + 1d4 ⇒ (4) + 3 + (3) = 10 Recharging Stone Skin.

Raheli wrote:

Skills and Powers:
Skills

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

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

Hand: Cure, Codex, Conch Shell, Silver Raven Figurine, Frog
Deck: 10 Discard: 2 Buried: 0 Displayed: Rocky
Notes: Will be passing Cure to Arabundi at start of my next turn.
Silver Raven available to pass me weapon/armor/items.


ACG Flenta - Fighter

I don't have the database with my deck with me, but should be able to make a post.

Start of turn
Blessing of Abadar.
Cast call weapon to draw Shock Glaive +1 into my hand. Shuffle my deck, banish call weapon, and add sleep to the bottom of my deck.
Andrew, could you add new spells to the top? Please note that Flenta can only draw B and C cards. (Haste shouldn't have been there

Expore card 5: Half-plate
Constitution: 1d6 ⇒ 3 Fail.

Flenta is pretty proud of Arabundi for having dealt with the obelisk, but it seems like another is already in sight. And those ligtning strikes don't seem to let up. The strain of their adventures on the asteroid is starting to get to Flenta, and she's beginning to look a bit tired. All in all, she's less eager for a fight. However, she spots a decent armor on the zombie that seems to have survived in decent shape. She pokes around a bit, but the zombie corpse is just too gross and she doesn't have the stamina to peel the armor off the corpse. "Never mind..."

End of turn
Reset hand. Draw one card (which I'll do when I get home tonight).

Flenta wrote:

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum , ???

Deck: 6 Discard: 6 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


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

Start of turn:
-Top of Blessings Discard Pile: Blessing of Irori.
-Giving Blessing of Erastil to Alase.
-Exploring Scorched Obelisk Card 6: Snake.

Looking for a way out of this place, Arabundi almost stepped on a snake.

Wisdom 6: 1d8 + 1 ⇒ (6) + 1 = 7. He knew the snake to be harmless and decided to best get it off this asteroid and find some nice woods for it to live in.

* Asking Raheli to recharge Silver Raven Figurine to receive Half-Plate from Arabundi.

-Ending turn, drawing 1 card to reset hand: Fox.

_____
Hand: Deathbane Light Crossbow +1, Beast Skin, Dagger, Cure, Snake and Fox.
Deck: 9 Discarded: 2 Buried: 0 Displayed: 0

Powers:
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors 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.
- Favored card type: Weapon or Spell.

Notes:
-Available: Cure and Fox (recharge to add 1d4 to any Intelligence or Wisdom check).


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 11 Alase/MorkXII

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


Blessings Remaining: 5
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 12 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 13 Flenta)
Spoiler:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 3 (Turn 14 Arabundi)
Spoiler:
Blessing of Irori
Blessing B

Traits
Divine
Irori

Check
Intelligence
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 4 (Turn 15 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 16 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:2 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Alase, Arabundi, Flenta, Raheli
Notes: Standard Bearer

Scorched Obelisk Card 1:
Ogre
Monster C

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Scorched Obelisk Card 2:
Trapped Passageway
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.

Scorched Obelisk Card 3:
Cultist
Monster C

Traits
Human
Cultist
Basic

Check
Combat
9

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


Flenta's spells updated. Not sure how I forgot and put Haste in there. But they are all B/C now.


ACG Flenta - Fighter

You could just say it was a sneaky way to get the spells for the Mystic Inscription up there, without drawing attention. ;)

--

End of my previous turn
I still had to draw a card. Turns out to be Staff of healing. I'll use that at the earliest opportunity. It recharges Spiked Chain +1.

Flenta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Cayden Cailean, Blessing of Gorum
Deck: 7 Discard: 5 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


Start of Turn:
Flip Blessing: Calistria
Examine Top card: Ogre Monster C. Leave on top. Draw Tonbarse.

Explore: Ogre
Bury Charm Monster - Draw Plague Zombie (C). Reduce difficulty to defeat by 3.
Recharge BoPharasma
CtD Combat 14-3=11: 2d10 + 3 + 2 ⇒ (2, 4) + 3 + 2 = 11. Defeated.

Cast Augury for Monsters: Trapped Passageway and Cultist. Put Cultist on the bottom.
Recharge Augury Arcane 10: 1d10 + 3 ⇒ (4) + 3 = 7. Discarded.

End of Turn:
Reset hand, drawing 4 cards: BotG (x2), BoIomedae, Black Spot.

Alase wrote:

Character:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2

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

Hand: Amulet Of Life, Black Spot, Blessing Of The Gods, Blessing Of The Gods, Blessing of Iomedae, Stone Skin Deck: 11 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.


Notes:
Feel free to use anything except the BoIomedae (I'll use that on a recharge check).


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

Previous turn of Arabundi:

* Alase receives Blessing of Erastil (2nd) from Arabundi. Forgot to highlight, sorry about that.

--

During Alase's turn:

Seeing Flenta beginning to look a bit pale, Arabundi quickly gave her one of his healing berries to recover.

-Discarding Cure:

* Flenta shuffles 1d4 +1 random cards from her discard pile into her deck.

* Asking Alase to recharge Blessing of Erastil to add 1d8:
-Recharging Fox to add 1d4:
-Recharge check
Divine 8: 1d8 + 2 + 1d8 + 1d4 ⇒ (3) + 2 + (4) + (2) = 11:
-Recharging Cure.

_____
Updated hand:
Hand: Deathbane Light Crossbow +1, Beast Skin, Dagger and Snake.
Deck: 11 Discarded: 2 Buried: 0 Displayed: 0

Powers:
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors 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.
- Favored card type: Weapon or Spell.

Notes:
n/a


Raheli Deck Handler

Off Turn
Recharge Silver Raven to receive Half Plate from Arabundi.

Start of Turn
Top of blessing discard is Blessing of the Gods.

Passing Cure to Arabundi

Exploring the top card and finding Trapped Passage.

Trapped Passage - CtD Acrobatics 9: 1d10 + 2 ⇒ (9) + 2 = 11

Trapped Passage is dodged through, using free explore from Trapped Passage to find a Cultist.

Recharge Frog to activate hair, recharging Codex and Conch Shell for power. Recharging Half Plate when encountering a bane at Tonbarse site.

Cultist - CtD Combat 9: 1d10 + 1d8 + 2d4 ⇒ (6) + (8) + (4, 4) = 22

Electrical Damage: 1d4 ⇒ 4

Asking for a Blessing of Cayden Cailean from Flenta.

Con 9 to close: 3d6 ⇒ (3, 1, 5) = 9

No cards in hand, so no issues with the damage.

Drawing to end.

Raheli wrote:

Skills and Powers:
Skills

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

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

Hand: Amulet of Life, Haunted Doll, Sapphire of Intelligence, Vulture, Blessing of the Gods
Deck: 10 Discard: 2 Buried: 0 Displayed: 1
Notes: Use anything that looks helpful.


ACG Flenta - Fighter

Out of turn

Flenta is grateful for Arabundi's healing berries and quickly tosses it in her mouth. "Hmm, they taste really good. But they're so small. Couldn't you invest the magic into some bigger fruit, or maybe in a handful of berries? You know, so that you can get that taste for longer?"
Cure: 1d4 + 1 ⇒ (2) + 1 = 3

When Raheli makes her attempt through the trapped passageway in order to deal with the obelisk and the cultist guarding it, Flenta roots for her companion. "Go on, you can do it. Clear your head and just stick with it!"
Discard Blessing of Cayden Cailean

Flenta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Shock Glaive +1, Strength, Hat of Glamour, Blessing of Gorum
Deck: 10 Discard: 3 Buried: 1 Displayed: 0
Notes: Blessings can be used as needed, since we have a very short scenario.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 13 Flenta/Iff

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 9
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 14 Arabundi)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 2 (Turn 15 Alase)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 16 Raheli)
Spoiler:
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 Deck Card 4 (Turn 17 Flenta)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 18 Arabundi)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 19 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 7 (Turn 20 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 8 (Turn 21 Flenta)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 22 Arabundi)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:0
Located here: Alase, Arabundi, Flenta, Raheli
Notes: Standard Bearer

Scorched Obelisk Card 1:
Zombie
Monster B

Traits
Undead
Zombie
Basic

Check
Combat
9

Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.

Scorched Obelisk Card 2:
Warhammer
Weapon C

Traits
Hammer
Melee
Bludgeoning
Elite

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to roll your Strength or Melee Die + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Scorched Obelisk Card 3:
Guide
Ally B

Traits
Human
Basic

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
6

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

Scorched Obelisk Card 4:
Diseased Rats
Monster 2

Traits
Animal
Swarm
Elite

Check
Combat
11
OR
Dexterity
Stealth
9

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

Scorched Obelisk Card 5:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk Card 6:
Ambush
Barrier B

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Scorched Obelisk Card 7:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Scorched Obelisk Card 8:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.

Scorched Obelisk Card 9:
Cultist
Monster B

Traits
Human
Cultist
Basic

Check
Combat
9

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


ACG Flenta - Fighter

Start of turn
Blessing of Gorum.

With Arabundi's healing, Flenta feels ready to explore some more. She was going to take it slow, but after seeing both Arabundi and Raheli deal with an obelisk, she doesn't want to be left behind.

Explore card 1: Zombie
Flenta spots a good target to get back into a game: a lone zombie. Mindful of the lightning all around, Flenta takes it easy. She draws her glaive and takes a whack at the zombie.

Reveal Shock glaive +1
Melee, 9 needed: 1d10 + 4 + 1d10 + 1 ⇒ (2) + 4 + (4) + 1 = 11
Her cautious approach pays off, and Flenta deals with the zombie without drawing lightning to her. "See? I can be subtle..."

--

Recharge Blessing of Gorum to explore card 2: warhammer
Flenta tracks the zombie back to its (former) lair, ready to claim a prize for her valiant combat with the undead. There, she finds a warhammer

Melee, 6 needed: 1d10 + 4 ⇒ (3) + 4 = 7
She picks up the weapon, and swings it around a few times to test its weight. "It's no sword, but I supposed if we run into skeletons or something it could be useful. She throws the weapon in her backpack, probably never to be seen again.

End of turn
Reset hand, discard warhammer. Draw back up to 6: Lucerne Hammer and Crowbar, Topaz of Strength.

Flenta wrote:

Skills and Powers:
Skills

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

Powers
HAND SIZE 6
After you play a spell that has the Arcane trait for its power, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it instead.
☑ For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2.

Hand: Lucerne Hammer, Shock Glaive +1, Strength, Crowbar, Hat of Glamour, Topaz of Strength
Deck: 8 Discard: 4 Buried: 1 Displayed: 0
Notes: Strength can be used as needed, since it's free for Flenta.


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

Catching up:
-Receiving Cure from Raheli.

Starting turn:
-Top of Blessings Discard Pile: Blessing of the Gods.
-Giving Snake to Flenta.

* Flenta receives Snake from Arabundi.

Snake:
Snake
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.

To add some bite to her fight, Arabundi gave the snake to Flenta. "Don't worry, I've told it not to mess with powerful magicians, so you should be fine."

-Exploring Scorched Obelisk Card 3: Guide.

* Asking Alase to recharge Blessing of the Gods to add 1d8:

Wisdom 7: 1d8 + 1 + 1d8 ⇒ (4) + 1 + (8) = 13

At that moment, a guide sent in to get everyone out of the labyrinthine prison came around the corner and pointed them in the direction of the exit.

-Discarding Guide to explore Scorched Obelisk Card 4: Diseased Rats.
-Recharging Dagger to add 1d4:

Ranged 11: 1d8 + 4 + 1d4 + 1d4 ⇒ (1) + 4 + (2) + (4) = 11

In a hurry to get out, the guide didn't notice a nest of rats and was bitten by a diseased one. With a throw of his dagger, Arabundi finished the foul beast. "We better get you to a medic."

-Ending turn drawing 3 cards to reset hand: Returning Throwing Axe +1, Conch Shell and Leather Armor.

_____
Hand: Deathbane Light Crossbow +1, Beast Skin, Cure, Returning Throwing Axe +1, Conch Shell and Leather Armor.
Deck: 9 Discarded: 3 Buried: 0 Displayed: 0

Powers:
- Hand size 6 (☐ 7) (☐ 8).
- Proficient with Light Armors 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.
- Favored card type: Weapon or Spell.

Notes:
-Available: Cure.


ACG Flenta - Fighter

"Hi there, snakey. Did you here that? I'm a powerful magician!" Flenta beams with joy. "Say, every wizard should have a familiar, don't they? Think you've got what it takes for the job? Well?" The snake doesn't talk back, of course, but that doesn't seem to bother the halfling.


Off-turn:
Received and recharged Blessing of Erastil oops
Recharged BotG for Arabundi

Start of turn:
Flip Blessing: BoErastil
Examine top card: BotG. Leave on top, draw Tonbarse.

Display Tonbarse.

Explore Card #5: BotG. Automatically acquired.

Discard BotG to explore Card #6: Ambush
Recharge BotG.
CtD Perception 9+2=11: 2d8 + 2 ⇒ (2, 1) + 2 = 5. Failed.

Examine until I find a monster (and subtract one from each die I roll to defeat):
Card #7: Magic Leather Armor
Card #8: Falling Bell
Card #9: Cultist

Encounter Cultist:
Recharge Amulet of Life (Tonbarse power)
Cast Black Spot.
CtD Combat 9-3=6: 1d10 + 3 + 2 - 1 ⇒ (3) + 3 + 2 - 1 = 7. Defeated.
Banish Ambush and shuffle the location deck.

Recharge Black Spot (recharging BoIomedae) Arcane 6: 3d10 + 3 ⇒ (6, 8, 5) + 3 = 22. Recharged.

End of turn:
Examine top card (1=Magic Leather Armor, 2=Falling Bell): 1d2 ⇒ 1 = Magic Leather Armor. Leave on top, draw Tonbarse.
Reset hand, drawing 4.

Alase wrote:

Character:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d6
INTELLIGENCE d6
WISDOM d8
Perception +2
Survival +2
CHARISMA d10 +1
Arcane +2

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

Hand: Blessing of Erastil, Haste, Staff of Minor Healing, Stone Skin, Tonbarse, Troubadour Deck: 13 Discard: 3 Buried: 1 Displayed: 0
Notes:
Blessings always available, if needed.


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: If you complete the scenario with time to spare, after rebuilding your decks, put the location cards and all of the cards from the location decks back in the box. Summon and build the location Scorched Obelisk (do not add a villain or henchmen). Return the blessings deck and discard pile to the box, then create a new 10-card blessings deck. If you close the location, report one success to the Overseer GM. Repeat until the Overseer GM announces the end of Part 3.

Turn: 16 Raheli/Rhynn Davrie

Top of Blessing Discard Pile: Blessing of Gorum

Top Blessing:
Blessing of Gorum
Blessing C

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 6
Blessings Deck
Blessings Deck Cards:
Blessings Deck Card 1 (Turn 17 Flenta)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 18 Arabundi)
Spoiler:
Blessing of Abadar
Blessing 2

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 19 Alase)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 4 (Turn 20 Raheli)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Blessings Deck Card 5 (Turn 21 Flenta)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 22 Arabundi)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M:0 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Alase, Arabundi, Flenta, Raheli
Notes: Standard Bearer

Scorched Obelisk Card 1 - Magic Leather Armor:
Magic Leather Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.

Scorched Obelisk Card 2 - Falling Bell:
Falling Bell
Barrier 2

Traits
Obstacle
Elite

Check
Dexterity
Acrobatics
10

Powers
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.


Raheli Deck Handler

Sorry about the late post, had an emergency come up late last night, just got home a bit ago, it's been a long day.

Start of turn
Top of blessing discard is Blessing of Gorum.

Raheli explores and finds a discarded Magic Leather Armor.

Magic Leather Armor - CtA Con 2: 1d6 ⇒ 5

Discarding Vulture to explore again and finds a Falling Bell which everyone has to encounter.

Raheli fails the wisdom check.

Recharging Haunted Doll for 1d4 on a CtD.

Falling Bell - CtD Acrobatics 10: 1d10 + 2 + 1d4 ⇒ (10) + 2 + (4) = 16

Falling Bell hits for 1 on a success. Recharging Magic Leather Armor to reduce that by 1.

Electrical Damage: 1d4 ⇒ 3

Display Amulet of Life to reduce that by 3.

Amulet Recharge - Arcane 7: 1d8 + 3 ⇒ (7) + 3 = 10 Amulet is recharged instead of discarding.

Attempting check to close the location, recharging Sapphire of Intelligence to make it my Intelligence die, spending the BotG to hopefully get close.

Check to close - Con 9: 2d8 ⇒ (1, 1) = 2 O.o

Ok, drawing to end. Unfortunately the location is still open. =(

Raheli wrote:

Skills and Powers:
Skills

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

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

Rocky(Flying Squirrel):
Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.

While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location my move with you.

Hand: Black Spot, Stone Skin, Flame Staff, Fox, Blessing of Pharasma
Deck: 9 Discard: 4 Buried: 0 Displayed: 1
Notes: Black Spot Available for -3 on CtD Monster
Stone Skin available if you know you will take damage.
Fox available 1d4 Wis/Int
BoPharasma if needed


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

Pathfinders push back the extraplanar mercenaries, which flee the Society's ferocious counterattack. The few remaining elementals fight to the last but quickly crumble under the assault. With the path back to the surface clear, Sorrina Westyr leads the way up to the portals, while Drandle Dreng organizes a quick head count, and begins ushering groups of agents back to Golarion.

Sorrina Westyr is among the last to step back onto the Isle of Kortos, carrying a beautiful, fist-sized opal that seems to glow with countless colors. Overhead, the once-radiant Aucturn's Tear gradually fades in brightness until it's imperceptible against the night sky.

The Master of Spells holds the immense gem aloft and speaks to the gathered agents. “We have accomplished a marvel today. I hold here an artifact in which dwells a powerful air spirit called Ranginori. Many ages ago, the Elemental Planes existed in balance, forces of good and evil locked in equilibrium. The elemental lords we know of today united against their benign counterparts, and claimed sole dominion. Scholars have speculated on the fates of the defeated, but no longer!”

A few scattered cheers well up from some of the more elementally inclined Pathfinders. Sorrina smiles at them indulgently, and continues.

“It will take time to confirm the outsider trapped within this opal is who he claims to be.” She starts for a moment, as if in response to a comment only she can hear, then looks up to the gemstone apologetically and adds, “Professional caution and courtesy, you understand.” She then looks back to the Pathfinders and continues. “If that's true, though, we now hold the essence of the lost lord of air, Ranginori, Duke of Thunder!”

At this, a wind whips around Sorrina, and she laughs.

“If we can free this being, imagine the history he can share with the Society, the good that might be accomplished. I cannot even begin to speculate on the ramifications for the Elemental Planes…and as word of our accomplishment spreads, there will be many thinking these same thoughts, and not with charitable intent toward us. We must be very cautious in the coming months I fear, and not least in verifying the truth of what we hold.”

“Fortunately, thanks to your efforts this evening, we have crippled key allies and armies of the elemental lords who opposed us. It speaks volumes of what the Society has accomplished in the past decade that I can sincerely state you defied demigods and emerged triumphant! It has been my privilege to have been part of that effort.”

Then the Drandle Dreng totters forward, weaving and swaying as if still trying to adjust back to Golarian’s gravity. “We traveled to the stars, and showed those sanctimonious sycophants just what the Society can do!” Then he scratches his shaggy chin, muttering to himself. “Heh. Pathfinders in the Stars. Starry Pathfinders? Starfinders? Starfinder Society! Heh. That’s catchy... I’ll have to remember that.”

____

A HUGE THANK YOU TO ALL WHO ALL WHO MADE COSMIC CAPTIVE “SPECIAL!”

We at last have come to the end of our Cosmic Journey. I’d like to thank our GMs, Players and especially our glorious backup GMs who tirelessly kept tables running. It was glorious to know that this same story played in three different forums (Paizo, Myth-Weavers and RPGgeek) and in three different campaigns (Classic, Core and Adventure Card Game.)

You were all beyond awesome. Hope to see you again in the upcoming Play-by-Post Gameday VI!

Your Affectionate Overseer,
Hmm


Great job everyone! Thanks for participating in this experiment.


Thanks for all the fun guys! It has been a fantastic experience and would definitely love to do it again.


ACG Flenta - Fighter

Thanks, everyone. It was really fun to figure this out as we went along. I think there's a lot to be learned from this experiment. We had a really smooth game, almost right from the start. And Andrew's way of setting things up meant we could play at our right pace. Still, the connection between the RPG parts was somewhat awkward: the pacing is just too different. Also, we have to realize that ACG normally doesn't need a 'GM', only an organizer who also gets to play. This is different in the PbP environment.

I will be doing a ret-con for my scenario reward later tonight. I'll list all the blessings still in my class deck (B,1,2), and roll a random one to use as a bonus deck upgrade.

Dark Archive

This sure has been fun; I hope more PACG PbP scenario's will follow :)


First Scenario:
Deck upgrades - Spell 1, Ally 1
Skill Feat - Charisma +1

Second Scenario:
Deck upgrade - Item 1
Power feat - "([x] you may) shuffle that deck"

Third Scenario:
Deck upgrade - Spell 2

Fourth Scenario:
Deck upgrade - Ally 2, Spell 1
Card feats: Spell and Blessing

I could advance Alase to Tier 2 now, correct? Any advantage in advancing, or staying at Tier 1? If I wanted to play through a whole adventure path with her, would being at tier 2 make that impossible?


ACG Flenta - Fighter

As discussed previously, I'll do a retcon of the card I could have used as a bonus upgrade after the last scenario. I have eight Blessings in deck with B, 1 or 2, so I'll roll a d8.

Blessings:

1 - BotG B
2 - BotG B
3 - Pharasma 1
4 - Gorum 1
5 - Abadar 1
6 - Gozreh 2
7 - Pharasma 2
8 - Pharasma 2

Random blessing: 1d8 ⇒ 8 Pharasma 2. I'll take it.

That gives me the following list of upgrades and rewards.

Scenario A
Regular upgrade - Blessing of Gorum (Blessing B).
Scenario reward - Bonus deck upgrade: Lucerne Hammer (Weapon 1).
Tier 1.5 - nothing.

Scenario B
Regular upgrade - Hide armor of fire resistance (Armor 2).
Scenario reward - Saved card (Hat of Glamour).
1.6 - Advance to Tier 2.

Scenario C
Regular upgrade - none.
Scenario reward - Taken by Arabundi. Received Hat of Glamour (Item 2) as extra upgrade from scenario B.
Tier 2.1 - Skill feat: Strength +2

Scenario D
Regular upgrade - none.
Scenario reward - Bonus deck upgrade: Blessing of Pharasma (Blessing 2)
Tier 2.2 - Power feat: Hand size 6.
Adventure reward - Card feat: Item. Take Crowbar (Item B) to fill out my deck.

Silver Crusade RPG Superstar 2014 Top 16

MorkXII wrote:

First Scenario:

Deck upgrades - Spell 1, Ally 1
Skill Feat - Charisma +1

Second Scenario:
Deck upgrade - Item 1
Power feat - "([x] you may) shuffle that deck"

Third Scenario:
Deck upgrade - Spell 2

Fourth Scenario:
Deck upgrade - Ally 2, Spell 1
Card feats: Spell and Blessing

I could advance Alase to Tier 2 now, correct? Any advantage in advancing, or staying at Tier 1? If I wanted to play through a whole adventure path with her, would being at tier 2 make that impossible?

You don't have to tier up right now, correct, BUT if you choose not to, you can only play two more scenarios (other than replaying) in your current tier before you're forced to tier up. This keeps you from playing two full adventures at a single tier just to get a ton of rewards.


Raheli Deck Handler

Here's what I think I've pieced together.

Scenario A
Deck Upgrades - Item B / Spell B
Tier 1.1 - Skill Feat: Intelligence +1

Scenario B
Deck Upgrade - Item B
Tier 1.2 - Power Feat: ([x]or your check to acquire an item or spell)

Scenario C - failed attempt
Tier 1.3 - Deck Upgrade: Blessing B

Scenario C - success
Tier 1.3 - Deck Upgrade: Spell 2 set aside after Scenario B

Scenario D
Deck Upgrades - Item 1 / Spell 1
Tier 1.4 - Card Feat: Item 1 / Spell 1

I think I'll go ahead and advance Raheli to Tier 2. Always plenty of other characters to try so no use sticking on this tier for me.


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

Tier 1.1:
#8.00-2A: ROCK AND ROLL: Replay N, Success Y, Reward Y.
* Upgrade: Weapon_1 & Blessing_B.
* Tier (skill feat): Dexterity d8 ☑+1.

Tier 1.2:
#8.00-2B1: FROZEN CITY: Replay N, Success Y, Reward Y.
* Upgrade: Weapon_2. Delayed bonus upgrade: Blessing_2.
* Tier (power feat): You may reveal a spell to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☑ 2).

Tier 1.3:
#8.00-2B2: ICE IS NICE: Replay N, Success N, Reward N.
* Upgrade: Ally_1.

#8.00-2B2: ICE IS NICE: Replay Y, Success Y, Reward Y.
* Upgrade: Blessing_B & Blessing_2.
* Tier: n/a.
* Note: For the rest of the adventure, Arabundi may temporarily replace 1 ally in his deck with the loot Zhaleh. At the end
of each scenario, return the loot to the game box.

Tier 1.4:
#8.00-2D(1): THINGS FALL APART -SECTION 1: Replay N, Success n/a, Reward n/a.
* Note: Used the loot Zhaleh power: Remove this card from the game to gain a skill feat => Wisdom d8 ☑+1.

#8.00-2D(2): THINGS FALL APART -SECTION 2: Replay N, Success Y, Reward Y.
* Upgrade: Add Ally_1 & Blessing_1.
* Adventure reward: (Card feat) Ally ☑3 => Add Fox.
* Tier: Die bump +1 = 1 & (Card feat) Blessing ☑5 => Add Blessing_B.
* Note: Used PFSACG Boon Quartermaster's Favor from PFS Module Plunder & Peril (PZO9546) to treat Blessing_B as Blessing_1.

Tier 1.5:
#8.00-2D(e): THINGS FALL APART -EPILOGUE: Replay Y, Success 2, Reward n/a.

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