[PACG] [Gameday VII] zeroth_hour's Season of Factions' Favor

Game Master zeroth_hour


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The Exchange

The Lamellar doesn't exist. Since the top was Scorpion Whip, Grazzle tries to roll for that instead.

During This Adventure: The scourge die is 1d4+1.
When creating the blessings deck, replace 1 blessing with the support card Liberty’s Edge Favor.
If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

During This Scenario: Locations may not be temporarily closed.
After closing a location, you may recharge 1d4+1 random cards
from your discard pile.
At the start of your turn, if you are at an open location, discard the
top or bottom card of your deck.
Additional Rules:

Mirage:

Villain B
Type: Barrier
Traits: Trigger Obstacle
To Defeat: Wisdom Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
"The desert is the most skilled illusionist on Golarion_" –Osirion History Guide

Sand Scorpion:

Henchman 1
Type: Monster
Traits: Half-Elf Alchemist
To Defeat: Combat 12
Before you act, each character at this location is dealt 1 Poison damage. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

Daughter of the Desert:

Henchman 1
Type: Monster
Traits: Human Bard
To Defeat: Combat 12
If defeated, each character at this location may draw a random non-Basic Item from the box. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

Sand Thief:

Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Beheaded:

Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.

Acid Pool:

Henchman B
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid 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.

Turn: 16, Grazzle/MatsuKurisu
Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Random Cards:

Monsters
Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Spoiler:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Spoiler:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.

Spoiler:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check. If you fail this check, encounter this card.
The Sand Creeper is immune to the Piercing and Slashing traits.
Before you act, recharge all cards in your hand that have the Electricity trait.

Barriers
Spoiler:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Spoiler:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

Spoiler:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Spoiler:
Falling Rubble
Barrier B
Traits:
Obstacle
Trap
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Survival 6
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Spoiler:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Weapons
Spoiler:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Staff of Focus
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Spoiler:
Flaming Heavy Pick +1
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.

Spells
Spoiler:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Spoiler:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spoiler:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Spoiler:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
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.

Armors
Spoiler:
Crocodile Skin Shield
Armor B
Traits:
Shield
Offhand
Basic To Acquire:
Constitution
Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.

Spoiler:
Shield Cloak
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
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 all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

Spoiler:
Crocodile Skin Armor
Armor B
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Spoiler:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Spoiler:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Items
Spoiler:
Lottery Urn
Item 1
Traits:
Object
Magic
Gambling To Acquire:
Wisdom 6
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

Spoiler:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Spoiler:
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Spoiler:
Potion of Energy Resistance
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

Spoiler:
Flame Staff
Item B
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Allies
Spoiler:
Camel
Ally B
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Spoiler:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Pard
Ally B
Traits:
Animal To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Spoiler:
Neb-at
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Spoiler:
Hyaenodon
Ally B
Traits:
Trigger
Animal
Elite To Acquire:
Wisdom
Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card.
When you defeat a monster, you may reveal this card to recharge a random card from your discard pile.
Discard this card to examine your location. Then you may explore your location.

Blessings
Spoiler:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Spoiler:
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Spoiler:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Spoiler:
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.

Spoiler:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

Top of Blessing Discard Pile:

Blessing of the Elements:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Blessings Remaining: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 2 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 3 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Spoiler:
Blessings Deck Card 4 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
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.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.
Spoiler:
Blessings Deck Card 7 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 9 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 10 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.
Spoiler:
Blessings Deck Card 11 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 14 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may 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.

Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Reiko/dinketry, None

Thornscrub Card 1 (Brilliance of Ra):
Brilliance of Ra
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

Thornscrub Card 2:
Acid Pool
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid 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.

Thornscrub Card 3:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

Thornscrub Card 4:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

Thornscrub Card 5:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage.

Thornscrub Card 6:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm
To Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
The Ubashki Swarm is immune to the Mental and Poison traits.
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Grazzle/MatsuKurisu, Agna/Grimsnik, Ramexes/KingOfCards, None

Volcanic Vents Card 1 (Scorpion Whip):
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

Volcanic Vents Card 2:
Sand Thief
Henchman 1
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated.
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead.
If defeated, you may immediately attempt to close the location this henchman came from.

Volcanic Vents Card 3:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Howling Sands Card 1 (Mirage):
Mirage
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
To Defeat:
Wisdom
Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
"The desert is the most skilled illusionist on Golarion_" –Osirion History Guide

Sulfur Pits
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Ruined Temple Card 1:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
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.

Ruined Temple Card 2:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
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.

Ruined Temple Card 3:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Ruined Temple Card 4:
Scroll of Thoth
Item 1
Traits:
Trigger
Object
Magic
Thoth To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Ruined Temple Card 5:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Ruined Temple Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
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.

Ruined Temple Card 7:
Filter Hood
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Ruined Temple Card 8:
Beheaded
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.

Ruined Temple Card 9:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Ruined Temple Card 10:
Acute Senses
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Liberty's Edge

Grazzle - Out of turn update
Blessing was - 5 / Blessing of the Elements

Encountering Scorpion Whip instead of Lamellar Armor. Poison trait. Strength 8
Strength 1d6, Discard Blessing of the Spellbound +1d6, Recharge Agna's Blessing of the Gods 4 (Elements) +1d6
Strength 8: 1d6 + 1d6 + 1d6 ⇒ (4) + (4) + (6) = 14 - Success, Acquired

End of Turn. Discard Scorpion Whip. Draw Holy Light, Cure 2, Blessing of the Gods

Start of next players turn. Recharge Cure to heal self 1d4+1: 1d4 + 1 ⇒ (4) + 1 = 5
Card 1 healed: 1d9 ⇒ 9 Scorpion Whip
Card 2 healed: 1d8 ⇒ 7 Blessing of the Elements
Card 3 healed: 1d7 ⇒ 2 Elemental Treaty
Card 4 healed: 1d6 ⇒ 6 Blessing of the Spellbound
Card 5 healed: 1d5 ⇒ 2 Find Traps

discard pile:

Game of Afterlife
Elemental Treaty
Find Traps
Frigid Blast
Armor of the Sands
Pahmet Clansman
Blessing of the Elements
Blessing of the Spellbound
Scorpion Whip

Summary
Volcanic Vents
- Banished
- Acquired Card 1
- Added

Grazzle wrote:

Hand: Repelling Pike +1, Fire Snake, Holy Light, Stoneskin, , Blessing of the Gods,

Displayed: , , , , , ,
Deck: 10 Discard: 4 Buried: 0
"Notes: Stone skin - reduce all damage dealt to that character by 4. Use if needed
Blessings available"
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Charisma d8 +1
Craft: Wisdom +1
Survival: Wisdom +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


Ramexes - Oracle 1 (deck)

Ramexes - 1/Blessing of the Elements
Discard Researcher

Ramexes continues to explore the Volcanic Vents.

Explore Sand Thief

Reveal Lookout
BYA Perception (6) or undefeated: 1d4 + 1d6 ⇒ (2) + (5) = 7

Recharge Armor of the Sands for power and Blessing of the Gods (as BoE)
Melee (13) to defeat: 1d8 + 3 + 2d8 ⇒ (3) + 3 + (2, 6) = 14

To close: All at location take 1 Fire damage
@Agna, @Grazzle

Ramexes runs into a Sand Thief, but his lookout spots the creature before it could pilfer any of his items. Channeling the fiery power of the gods through his bare fists, Ramexes destroys the elemental.

Recharge: 1d4 + 1 ⇒ (1) + 1 = 2
Random Cards: 2d5 ⇒ (2, 5) = 7 Tarworks Master, Unshakeable Chill

End Turn - Draw Clockwork Butterfly, Spear of the Watchful Guardian, Quarterstaff

Ramexes wrote:

Hand: Clockwork Butterfly, Find Traps, Fire Snake, Lookout, Quarterstaff, Spear of the Watchful Guardian,

Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: BoGs available. Find Traps available. Lookout adds 1d6 to any Perception
Kit:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 [x] 6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card of your location deck
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check
You may bury an ally from your discard pile to explore your location

Liberty's Edge

Grazzle - Out of turn update
Display Stoneskin by Grazzle to block the fire damage.
Spell blocks damage to end of Grazzle's next turn

Grazzle wrote:

Hand: Repelling Pike +1, Fire Snake, Holy Light, Blessing of the Gods, , ,

Displayed: Stoneskin, , , , , ,
Deck: 10 Discard: 4 Buried: 0
Notes: Blessings available
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Charisma d8 +1
Craft: Wisdom +1
Survival: Wisdom +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


Deck Handler

2 /
Blessing of Horus

Agna watches her new kohl melt in the lava. Damage for closing the Volcanic Vents

Looks like I'm off to the Ruined Temple.

Once there, Agna locates an empty scroll case Intelligence 4: 1d4 ⇒ 1 failed at Acid Splash, recharge porcupine to explore

Continuing on she finds an altar to Pharasma. Cannot succeed on check for blessing.

EOT examine-
Peaking around a corner, Agna fails to notice a Shrieking Plant. Perception 8: 1d8 + 3 ⇒ (2) + 3 = 5
A Shasalqu responds to the plant's warning.

Wisdom 6: 2d8 ⇒ (8, 4) = 12 bury Blessing of the Gods 3
Combat 9: 1d10 + 1d4 + 3 ⇒ (3) + (4) + 3 = 10 reveal Kukri, success

Agna wrote:

Hand: Crocodile Skin Lamellar, Crow, Dog, Kukri, Emerald of Dexterity, Conch Shell,

Displayed:
Deck: 6 Discard: 8 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: available. Light Crossbow and blessings are available.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Ally
Hand Size 6
Proficient with: Light Armor, Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 ([ ] +1) and that weapon's traits to your combat check
At the end of you turn, you may examine the top ([ ] or bottom) card of your location.


Reiko Deck Handler

Top card: Blessing of Abadar. Discard Noxious Bomb.

The ninja moves in the direction that she thought she saw the religious iconography.

Free explore and encounter Brilliance of Ra.

Strength (5) Check: 1d6 ⇒ 5 SUCCESS!

Reiko pulls the tarnished plaque dedicated to the Osirion god of fire from the briar, thinking it might be useful.

End turn. Reset hand.

Reiko wrote:

Hand: Scorpion Whip, Clinging Venom, Boomerang, Galvanic Chakram +1, Brilliance of Ra,

Displayed:
Deck: 15 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Card that has the Poison trait or Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check).
You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

Liberty's Edge

Grazzle - 4 / Blessing of Pharasma

Start at closed location. No discard

Grazzle Heal. Discard 2 (Researcher, Blessing of the Spellbound)
Ramexes heal 0, Agna heal 4, Reiko heal 0.

Move to Thornscrub
Free explore = 2: Acid Pool, Henchman, Barrier, Survival 10(9+1)
Recharge Fire Snake to use Divine 1d8+1+3, discard Blessing of the Gods(Pharasma) +2d8

Survival 10: 1d8 + 1 + 3 + 2d8 ⇒ (1) + 1 + 3 + (7, 5) = 17 - Defeated. Overkill, monster shuffled into location, then banished when location closed.
Attempt to close. Dealth 1 poison damage. Blocked by Stone Skin. Thornscrub closed

End of Turn. Recharged Stoneskin. Draw Scorpion Whip, Blessing of the Spellbound 2, Find Traps, Cure

Start of next players turn.
Recharge Cure to heal self 1d4+1: 1d4 + 1 ⇒ (1) + 1 = 2

Card 1 healed: 1d7 ⇒ 4 - Pahmet Clansman
Card 2 healed: 1d6 ⇒ 4 - Researcher

discard pile:

Game of Afterlife
Frigid Blast
Armor of the Sands
Pahmet Clansman
Researcher
Blessing of the Spellbound
Blessing of the Gods

Summary
Thornscrub. LOCATION CLOSED
- Banished Card 2
- Acquired
- Added

Grazzle wrote:

Hand: Repelling Pike +1, Holy Light, Scorpion Whip, Blessing of the Spellbound 2, Find Traps, ,

Displayed: , , , , , ,
Deck: 9 Discard: 5 Buried: 0
Notes: Blessings available. Find Traps available
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Charisma d8 +1
Craft: Wisdom +1
Survival: Wisdom +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


Ramexes - Oracle 1 (deck)

Ramexes - 5/ Blessing of the Ancients
Closed location - no discard
Move to Ruined Temple

Ramexes continues through the desert and finds himself among a ruined temple. He shudders at the eerie nature of the surroundings. Among the ruins, however, he spots the end of a scroll.

Scroll of Thoth
Divine (7) to acquire: 1d10 + 2 ⇒ (7) + 2 = 9

Dusting off the prayer to Thoth, Ramexes winds his clockwork butterfly to scout ahead. Recharge Butterfly

Examine Blessing of Abadar; Butterfly allows an explore
Divine (5) to acquire: 1d10 + 2 ⇒ (5) + 2 = 7

The butterfly must have found some latent divine power. Ramexes sends his lookout to explore further.

Examine Filter Hood

End Turn
Discard Quarterstaff; Draw Ubashki

Ramexes wrote:

Hand: Blessing of Abadar, Find Traps, Fire Snake, Scroll of Thoth, Spear of the Watchful Guardian, Ubashki,

Displayed:
Deck: 13 Discard: 4 Buried: 0
Notes:
Kit:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3
Melee: Strength +3
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2
Divine: Charisma +1

Favored Card: Weapon
Hand Size: 5 [x] 6
Proficient with: Light Armors, Weapons
Powers:
When you defeat a monster, you may examine the top card of your location deck
You may recharge a card that has the Divine trait to add 1d8 and the Fire trait to your combat check
You may bury an ally from your discard pile to explore your location


Deck Handler

6 / Blessing of Thoth

Prior to Start- Healed: 4d8 ⇒ (3, 6, 2, 5) = 16 Quarterstaff, Snow Leopard, Smoke Stick, Light Crossbow
SOT- Scenario discard Smoke Stick
Using playmat to discard Conch Shell to draw- Quarterstaff

Agna checking the Filter Hood Ramexes spotted, she finds it still in good condition. Survival 6: 1d8 + 3 ⇒ (6) + 3 = 9 recharge crow to explore

Her crow comes flying back with the Beheaded on its tail. Agna charges it sinking her kukri into the henchman. Random Damage type: 1d4 ⇒ 2 Combat 12: 1d10 + 3d4 + 3 ⇒ (1) + (3, 3, 2) + 3 = 12 Recharge Crocodile Skin Lamellar for acid damage, recharge Kukri for 3d4 to attack, no blessing to close, discard dog to explore.

Agna friends a Dhabba roaming the area. Survival 6: 1d8 + 3 ⇒ (3) + 3 = 6

EOT Examine- Acute Senses

Agna wrote:

Hand: Porcupine, Blessing of the Gods 4, Fox, Filter Hood, Emerald of Dexterity, Quarterstaff,

Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes: T-Shirt Re-roll: Available. Playmat: used.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [ ]+2 [ ] +3 [ ] +4
Melee: Strength +2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d4 [ ] +1 [ ] +2
Wisdom d8 [ ] +1 [ ] +2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ] +1 [ ] +2

Favored Card: Ally
Hand Size 6
Proficient with: Light Armor, Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the Offhand trait to add 1d6 ([ ] +1) and that weapon's traits to your combat check
At the end of you turn, you may examine the top ([ ] or bottom) card of your location.


Reiko Deck Handler

Top blessing (#7): Blessing of Nethys. Start turn at closed location - no damage.

Reiko nods at the lizardfolk healer as he destroys the swarm of undead cats.

Time to leave this place.

The winds follow Reiko to the doors of a desolate temple. She spies her companions inside, most of the exploration already completed. She notes a discarded scroll tube on the ground inside the main entrance.

Free explore and encounter Acute Senses.

Wisdom (4) Check: 1d6 ⇒ 6 SUCCESS!

The dry sands haven't yet disintegrated the fine paper on which Reiko finds an arcane magick to aid her exploration attempts.

This old temple still has blessings to give, Reiko thinks.

No blessing to bury for the close attempt. Discard Acute Senses and reset hand. End turn.

Reiko wrote:

Hand: Scorpion Whip, Clinging Venom, Boomerang, Galvanic Chakram +1, Brilliance of Ra,

Displayed:
Deck: 15 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +3
Stealth: Dexterity +3
Ranged: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3
Favored Card: Card that has the Poison trait or Weapon
Hand Size 5 [ ] 6
Proficient with: Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([ ] or your Acrobatics or Stealth check).
You may evade your encounter. ([X] Then you may either examine the top card of your location deck or move.)

Liberty's Edge

Grazzle - 8 / Blessing of the Elements

Start at closed location. No discard

Grazzle Heal. Discard 0 ()
Ramexes heal 0, Agna heal 0, Reiko heal 0.

Move to Ruined Temple
Location empty. No cards to explore.
Attempt to close. Bury a blessing. Burried Blessing of the Spellbound 2
Draw Blessing of Thoth, Blessing 1

End of Turn. Discarded Repelling Pike +1, Scorpion Whip. Draw Elemental Treaty, Blessing of the Gods 2, Cure 2, Pahmet Clansman

Summary
Ruined Temple. LOCATION CLOSED
- Banished
- Acquired Blessing of Thoth, Blessing 1
- Added

Grazzle wrote:

Hand: Find Traps, Holy Light, Elemental Treaty, Blessing of the Gods 2, Cure 2, Pahmet Clansman,

Displayed: , , , , , ,
Deck: 5 Discard: 7 Buried: 1
Notes: Blessings available. Find Traps available
Kit: , ,

Skills and Powers:
SKILLS

Strength d6 +0
Dexterity d6 +0
Constitution d8 +0
Intelligence d8 +0
Wisdom d10 +0
Charisma d8 +1
Craft: Wisdom +1
Survival: Wisdom +2
Divine: Charisma +3

Favored Card: Spell
Hand Size: 6
Proficient With: Light Armors

POWERS:
You automatically succeed at your check to recharge a spell([ ] and you may shuffle it into your deck as well instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
[X] Add 2 to your checks that invokes that Attack trait


Ramexes - Oracle 1 (deck)

Ramexes - 9/ Blessing of Bastet
Start turn at closed location

Satisfied that, if not restored, the ruined temple had been cleansed, Ramexes returns to the howling sands of the desert. Out in the glaring heat of the sun, he sees a vision of a beautiful oasis. Is this a mirage?

Discard Fire Snake to use Divine skill; Discard Blessing of Abadar to add 2 dice
@Grazzle Find Traps adds 2 dice
Perception/Divine (7) to defeat: 5d10 + 2 ⇒ (6, 4, 8, 1, 7) + 2 = 28
Overkill; monster banished on location close

The tiefling summons a snake of fire from the desert sands. As it pierces the illusion of respite from the desert heat, Ramexes spots familiar terrain. The streambed! At last, we've again found the trail.

End Scenario

The Exchange

Acquired Cards:

Porcupine (Ally B)
Tarworks Master (Ally B)
Giant Slug (Ally B)
Pahmet Clansman (Ally B)
Pahmet Clansman (Ally B)
Dhabba (Ally B)

Crocodile Skin Lamellar (Armor B)
Tussah Silk Coat (Armor B)
Tussah Silk Coat (Armor B)
Filter Hood (Armor B)

Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of Thoth (Blessing 1)

Acid Flask (Item B)
Brilliance of Ra (Item B)
Compass (Item B)
Crowbar (Item B)
Kohl of Uncanny Discernment (Item B)
Anubis Staff (Item 1)
Smoke Stick (Item 1)
Scroll of Thoth (Item 1)

Acid Jet (Spell B)
Unshakable Chill (Spell B)
Acute Senses (Spell B)
Stone Skin (Spell 1)

Kukri (Weapon B)
Kopis (Weapon B)
Scorpion Whip (Weapon 1)

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Community / Forums / Online Campaigns / Play-by-Post / [ACG] [Gameday VII] Season of Factions' Favor by zeroth_hour All Messageboards

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