Raheli |
It is an Ancient time.
Raheli relies heavily on fortune to help her disperse this Conflagration. Recharge BotE and Grazzle's Corrosion (copying BotA)
Disable 11: 1d10 + 2 + 2d10 ⇒ (6) + 2 + (10, 8) = 26
Almost by her will alone, the flames recede.
Raheli joins Valeros at the Precinct of Left Eyes, also engulfed in flames.
A Chakram lays discarded in a corner of the precinct. The recharged Quartermaster offers to show her how to use it.
Acquire Dexterity 6: 1d10 + 1d8 ⇒ (5) + (6) = 11
She picks it up, but it has been too close to the fires to use just yet. EoT Fire Damage Discard Chakram
Hand: Compass, Caltrops, Black Spot, Frigid Blast, Noxious Bomb,
Displayed: Centipede,
Deck: 11 Discard: 1 Buried: 0
Notes: Black Spot Available
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Grazzle the Grubmaster |
Corrosion recharged. Hand update.
Hand: Remove Curse, Fireblade, Bestiary of Garund, Tussah Silk Coat,
Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes: Remove Curse: Removes 1 curse or Displayed Scourge.
Sideboard cards:
Reminder of events on my turn since we are on a new page. Valeros healed 8 then discarded both blessings, Seoni healed 2 then discarded 1 BotG, Raheli healed 2, and Reinforcements were used then recharged. And Smoking Den is closed.
Seoni WotR-EmpTyger |
Moving to Surgery
Exploring Surgery 1: 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.
WIS 6: 1d6 ⇒ 5
Recharging Blessing of the Gods copying Blessing of Bastet to reroll d6
WIS 6: 1d6 ⇒ 1
Dhabba is banished
Feeling healthier, Seoni went to the surgery to help tend the wounded. She was assigned to a dog-like creature that had been badly burned, but the sorcerer didn't understand its unusual anatomy, and couldn't do anything to save it.
Ending turn. Resetting hand
Hand: Caltrops, Confusion, Frostbite, Blessing of the Gods 4, Black Spot, Force Missile,
Displayed:
Deck: 3 Discard: 1 Buried: 1
Notes: Confusion allows someone at my location to encounter a monster instead of me
Ask before using: Blessings of the Gods
Can use without asking: Blessings if it would recharge; Blessings if Valeros; Black Spot (-3 to difficulty to defeat monster)
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
Valeros heals 8 cards from Grazzle (thanks!) and then discards both Blessings during Grazzle's turn.
It is the hour of the Elements.
Valeros decides that he should probably go check on his friend Seoni over at the Surgery.
Recharge Sharper to move
Surgery 2: Explore
"Good old Nefti the Bard! What a surprise to run into you here? Remember all those good times we had exploring that pyramid? Ok, I guess they weren't all good, but still... So what brings you here? Music business slowed down, so you decided to become a surgeon?"
Discarding Seoni's Blessing of the Gods 4
Diplomacy 8: 2d8 + 3 ⇒ (3, 2) + 3 = 8 Acquired
Nefti agrees that medicine isn't nearly as much fun as adventuring, and decides to accompany Valeros.
Discard Mindblade to explore
Surgery 3: Explore
Apparently someone didn't like Valeros encouraging Nefti to give up his promising surgical career and is now giving Valeros The Evil Eye!
Diplomacy 10: 1d8 + 3 ⇒ (6) + 3 = 9
Valeros nearly manages to use his charm to persuade them to give up their vendetta, but not quite.
Scourge: 1d6 ⇒ 6
Valeros suffers the Curse of Withering. But not for long, as Grazzle leaps into action and removes the curse! Is this ok, Grazzle?
By the card power, Evil Eye is banished
Valeros decides that his friendship with Nefti maybe isn't worth the trouble and sends him on his way. Discard Nefti to explore.
Surgery 4: Explore
At last, something to kill! Or, re-kill! A hideous Plague Zombie lurches towards Valeros, who immediately recharges his Greatsword
Combat 11: 1d10 + 5 + 2d6 + 1d10 ⇒ (4) + 5 + (3, 3) + (3) = 18
Although the Plague Zombie is no match for our handsome warrior, the battle does inspire Valeros to stop and take a nap.
I'm not quite clear about whether Conflagration is still in effect in the Surgery or not, but in any case, Valeros no longer has any cards in his hand, so I think 1 Fire dmg wouldn't do anything to him anyway, right?
Reset hand, end turn.
Hand: Corrosive Dagger +1 aq, Helpful Haversack, Shock Glaive +1, Staff of Minor Healing, Blessing of Cayden,
Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes: No Ally at present:+1d6+1 to your combat checks at my location;Blessing Cayden: +2 dice to non-combat Str or Con
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Used: Seoni's BotG4 and Grazzle's Remove Curse
Grazzle the Grubmaster |
Grazzle moves over to Surgery and reminds himself that the wounded are not food.
He looks around and... Dammit.
The Silver Chain Smuggler gang want revenge.
Pausing while Seoni and Grazzle fight them.
Seoni WotR-EmpTyger |
(During Grazzle’s turn)
Summoning Silver Chain Smuggler.
Discarding Confusion. Silver Chain Smuggler is evaded and banished. Confusion is recharged
Seoni was tired of being stabbed by these hoodlums. She momentarily confused the nearest smuggler, who absentmindedly dropped his weapon. When the spell wore off, the now weaponless human decided to flee.
Assuming casting Black Spot for -3 difficulty to defeat Grazzle’s Silver Chain Smuggler
Arcane 6: 1d12 + 2 ⇒ (8) + 2 = 10
Black Spot is recharged
Furious, the sorcerer hexed the gang leader.
Hand: Caltrops, Frostbite, Force Missile,
Displayed:
Deck: 5 Discard: 2 Buried: 1
Notes:
Ask before using:
Can use without asking:
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
During Grazzle's turn...
Silver Chain Smuggler
BYA Diplomacy 5: 1d8 + 3 ⇒ (8) + 3 = 11 Valeros does not suffer 1 poison dmg
Revealing Shock Glaive +1
Combat 12: 1d10 + 5 + 1d10 + 1 ⇒ (8) + 5 + (4) + 1 = 18
AYA, examine Surgery Card 6: Find Traps spell - it is banished.
Grazzle the Grubmaster |
While his allies handle the random thugs Grazzle fights off the leader.
"Are you sure we can't work this out?"
diplomacy 5 revealing Bestiary of Garund: 2d4 ⇒ (2, 1) = 3
Recharging Tussah Silk Coat to reduce 1 poison dmg.
"Guess not."
combat 9 (Black Spot) casting and recharging Fireblade: 1d8 + 2d4 + 3 ⇒ (3) + (3, 4) + 3 = 13
Vanquishing the Smuggler for now, Grazzle spends time hunting for reagents needed to heal the wounded here.
Survival 8 discarding Valeros's Blessing of Cayden: 2d10 + 3 ⇒ (9, 7) + 3 = 19
Used Valersos's Blessing of Caden, Surgery closed.
They are so thankful they use some to heal Grazzle.
closed condition healing: 1d4 + 1 ⇒ (3) + 1 = 4
They insist he rests for a moment.
Hand: Blessing of the Spellbound 2, Corrosion aq, Blessing of the Spellbound 3, Pahmet Clansman aq, Frigid Blast, Bestiary of Garund,
Displayed:
Deck: 11 Discard: 2 Buried: 1
Notes: Corrosion: Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait, Spellbound: Discard for 1 die or recharge for 1 die on a spell
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> 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.
<Power 3> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>
Raheli |
It's a time of Elements
Raheli stops to tend to the fires. She once again focuses the power of Recharged Grazzle's Corrosion infusing it with her hair to eliminate the fuel that has kept the flames ablaze.
Recharge Compass, Noxious Bomb and Caltrops
Disable 11: 1d10 + 2 + 1d10 + 3d4 ⇒ (6) + 2 + (8) + (3, 3, 4) = 26
The fire falls to Raheli's power. But the strain of it has inflicted her with Memories of Violence. She collapses weeping. Autofail
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.
If Grazzle pulls Remove Curse, I'll take it on my turn. For now, I've got a free evade for Smugglers.
Hand: Blessing of the Quartermaster 2, Blast Stone, Black Spot, Frigid Blast, Blessing of the Quartermaster 1,
Displayed: Centipede, Memories of Violence,
Deck: 11 Discard: 1 Buried: 0
Notes: Black Spot and Blessings for Non-Combat checks available. We'll need them for the closing checks here.
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
BR Yewstance |
Back from work, and so I can finally make an update post. Great work everyone; everything looks in order as well.
Reinforcements was buried, then passed onto another table. As always, let me know via Hangouts when and if another Reinforcements is desirable from the party.
Start thinking about which Objective (or Objectives) you'd like to complete once this location is closed!
============
During This Adventure:
During This Scenario:
Additional Rules:
Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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.
Turn: 18, Seoni/EmpTyger
Monster 1
Monster B
Traits: Aberration Fire Basic
To Defeat: Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
Monster 2
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.
Monster 3
Monster B
Traits: Animal Poison Basic
To Defeat: Stealth 6 OR Combat 8
When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead.
If the check to defeat has the Cold or Fire trait, add 1d8.
Monster 4
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.
Monster 5
Monster 2
Traits: Undead Elite
To Defeat: Combat 13
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.
Barrier 1
Barrier 1
Traits: Obstacle Trap Piercing Elite
To Defeat: Disable Perception 6 OR Dexterity Acrobatics 8
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier 2
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Barrier 3
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Barrier 4
Barrier 1
Traits: Trigger Trap Cold Arcane Veteran
To Defeat: Intelligence Arcane Knowledge 6 OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Barrier 5
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapon 1
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon 2
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon 3
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.
Weapon 4
Weapon B
Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
To Acquire: Strength Melee 6 OR Arcane Divine 8
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.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon 5
Weapon 1
Traits: Sling Ranged Bludgeoning Magic
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.
Spell 1
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 2
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.
Spell 3
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Fire Basic
To Acquire: Intelligence Arcane Wisdom Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
If proficient with light armors, you may recharge this card to examine the top card of your location.
Armor 2
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 3
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 4
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.
Armor 5
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.
Item 1
Item 2
Traits: Object Magic
To Acquire: Intelligence Craft Charisma Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.
Item 2
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.
Item 3
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Item 4
Item 2
Traits: Trigger Object Magic Maat
To Acquire: Constitution Fortitude Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Item 5
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location.
Ally 1
Ally 1
Traits: Half-Elf Alchemist Hireling
To Acquire: Intelligence Craft Charisma Diplomacy 10
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
Discard this card to explore your location.
Ally 2
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Ally 3
Ally B
Traits: Animal Elemental
To Acquire: Wisdom Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally 4
Ally 2
Traits: Human Druid Veteran
To Acquire: Divine 7 OR Charisma Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.
Ally 5
Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Blessing 1
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.
Blessing 2
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 3
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.
Blessing 4
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.
Blessing 5
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 B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 12
Blessings Deck
Blessings Deck Card 1 - Turn 1 Valeros
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.
Blessings Deck Card 2 - Turn 2 Grazzle
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.
Blessings Deck Card 3 - Turn 3 Raheli
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.
Blessings Deck Card 4 - Turn 4 Seoni
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 5 - Turn 5 Valeros
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 Deck Card 6 - Turn 6 Grazzle
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.
Blessings Deck Card 7 - Turn 7 Raheli
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.
Blessings Deck Card 8 - Turn 8 Seoni
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.
Blessings Deck Card 9 - Turn 9 Valeros
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.
Blessings Deck Card 10 - Turn 10 Grazzle
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.
Blessings Deck Card 11 - Turn 11 Raheli
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.
Blessings Deck Card 12 - Turn 12 Seoni
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.
Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Surgery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, Seoni/EmpTyger, Valeros/AbrahamZ,
Vizier's Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis,
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.
Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Barrier B
Traits: Trigger Trap Magic Electricity Basic
To Defeat: Dexterity Stealth Disable Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Monster 1
Traits: Construct Elite
To Defeat: Stealth 8 OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Seoni WotR-EmpTyger |
Moving to Precinct of Left Eyes
Exploring Precinct of Left Eyes 1: Pard
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.
Charisma 10: 1d12 ⇒ 8
Pard is banished
Seoni followed Raheli to the next precinct, where a panicked leopard was running through the streets. Calming the beast was beyond her ability.
Ending turn. Resetting hand
Hand: Caltrops, Blessing of the Gods 1, Frostbite, Lightning Touch, Blessing of the Gods 3, Force Missile,
Displayed:
Deck: 2 Discard: 2 Buried: 1
Notes:
Ask before using: 2 Blessings of the Gods
Can use without asking: Blessing if would recharge; Blessing if Valeros
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
It is the hour 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.
Valeros heads back to the Precinct, where he meets his old friends, Raheli and Seoni. When he was last here the whole place seemed to be on fire but now it's all calm and serene. Valeros doubts he'll ever find a light for his cigar, but he might as well keep looking.
He starts by checking to see if there are any matches in his Helpful Haversack. No matches, but a set of prayer beads that might be helpful. Discard Helpful Haversack. Add Blessing of the Gods to my hand.
Precinct Card 2: Explore What's this? More of these accursed Silver Chain Smugglers! Will we never be done with them? How many must I kill?
Pausing turn while Raheli and Seoni summon and encounter Silver Chain Smuggler. Note that my Blessing of the Gods can also be used as Blessing of Bastet (see powers above) - crucially, this could allow one of us to reroll one die (or all of them) on a check after seeing the result - might be handy here. Also note that for Valeros to close the location he'll have to make TWO CHECKS: a CHA 6 (roll 1d8+3) AND an INT 6 (roll 1d6) check, so I'll need to use some Blessings to have much chance of success.
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.
Hand: Corrosive Dagger +1 aq, Shock Glaive +1, Staff of Minor Healing, Blessing of the Gods,
Displayed:
Deck: 9 Discard: 6 Buried: 1
Notes: No Ally at present:+1d6+1 to your combat checks at my location;Blessing Gods
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Seoni WotR-EmpTyger |
(During Valeros's turn)
Summoning Silver Chain Smuggler. Banishing Caltrops. Silver Chain Smuggler is evaded and banished
The first smuggler took a menacing step forward- only to on some caltrops that Seoni had scattered before them. That took him out of the fight- but the other 2 aggressors were now wise to her obstacle, and avoided the caltrops.
Hand: Blessing of the Gods 1, Frostbite, Lightning Touch, Blessing of the Gods 3, Force Missile,
Displayed:
Deck: 2 Discard: 2 Buried: 1
Notes:
Ask before using: 2 Blessings of the Gods
Can use without asking: Blessing if would recharge; Blessing if Valeros
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Raheli |
While sobbing from memories, a Silver Chain Smuggler tries to get the jump on Raheli
BYA Stealth 5: 1d10 + 2 ⇒ (5) + 2 = 7
She quickly hides but knows she must face the fool. Her hair whips into a frenzy of violence and emotion, letting the Black Spot curse flow through her. Recharge Frigid Blast and Banish Blast Stone and discard Black Spot and recharge BotQ2 to Centipede
Combat 12: 1d10 + 1d8 + 1d4 + 3 + 1d12 ⇒ (2) + (3) + (2) + 3 + (12) = 22
The Smuggler almost gets a lucky strike, but Raheli's Centipede crawls up his arm and into his clothes with dozens of poisonous bites.
Recharge Arcane 6: 1d4 + 2 ⇒ (4) + 2 = 6
Hand: Blessing of the Quartermaster 1,
Displayed: Centipede, Memories of Violence,
Deck: 14 Discard: 1 Buried: 0
Notes: Blessing for Non-Combat checks available.
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Valeros Z. |
Valeros watches the two ladies dispatch the Smugglers, each in their own way, with admiration. "Wow, that magic stuff sure is handy! I just bash 'em over the head. Like this."
Diplomacy 5: 1d8 + 3 ⇒ (2) + 3 = 5
While Valeros is bragging, one of the Smugglers nearly manages to slip a poison dart in him, but with his fetching good looks a nearby barmaid shouts a warning and the dart misses.
Valeros turns towards his foe, drawing (recharging) his trusty Shock Glaive +1 and hurling (recharging) his Corrosive Dagger +1 for good measure.
Combat 12: 1d10 + 5 + 1d10 + 1 + 1d8 + 1d4 + 1 ⇒ (4) + 5 + (10) + 1 + (5) + (1) + 1 = 27
AYA examine Precinct Card 3 - it is Blessing of Bastet and it is banished.
Valeros has had enough of these Smugglers. He turns to Seoni and says, "C'mon let's shut this place down!"
Just checked the odds and I think the best option is for Valeros to roll 3d8 for CHA 6 and for Seoni to roll 3d8 for INT 6 - using 4 blessings total - rather than Valeros rolling 3d6 for INT 6 and Seoni to roll 2d12 or 3d12 for CHA 6
Valeros smiles at the barmaid and asks her about her zodiac sign.
Discarding Seoni's Blessing of the Gods 3 and Recharging Raheli's Blessing of the Quartermaster
CHA 6: 3d8 ⇒ (6, 6, 2) = 14
Pausing turn for Seoni to make a INT 6 check (Valeros will discard his Blessing of the Gods to add 1 die and recommend Seoni do the same with her remaining BotG, rather than using it as Bastet.
Seoni WotR-EmpTyger |
(During Valeros's turn)
Closing Precinct of the Left Eyes. Using Valeros's Blessing of the Gods
INT 6: 2d8 ⇒ (5, 6) = 11
"Valeros, always the flirt." But Seoni steered him in the right direction to the precinct leader.
Hand: Blessing of the Gods 1, Frostbite, Lightning Touch, Force Missile,
Displayed:
Deck: 2 Discard: 3 Buried: 1
Notes: Please cure!
Ask before using: Blessings of the Gods
Can use without asking: Blessing if would recharge
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
BR Yewstance |
The Precinct of Left Eyes is closed. Valeros may draw an item from his discard pile (if any).
Note that at the start of each player's turn there, they may also draw an item from their discard pile. If any are there, it's probably best not to heal them.
The Sovereign Court objective is selected, and the Pleasure Barge and Safe House are summoned and built, with a new scenario rule added.
Valeros still needs to handle end-of-turn actions, but the scenario update post has been updated to Grazzle's turn to simplify the update.
=========================
During This Adventure:
During This Scenario:
Additional Rules:
Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
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.
Turn: 20, Grazzle/Bigguyinblack
Monster 1
Monster B
Traits: Undead Skeleton Basic
To Defeat: Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.
Monster 2
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.
Monster 3
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Monster 4
Monster B
Traits: Trigger Elemental Outsider Janni Veteran
To Defeat: Combat 8
When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
Monster 5
Monster B
Traits: Animal Electricity Basic
To Defeat: Combat 6
The Shock Toad is immune to the Electricity trait.
Before you act, the Shock Toad deals 1 Electricity damage to each character at your location.
Barrier 1
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Barrier 2
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Barrier 3
Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
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.
Barrier 4
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Barrier 5
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Weapon 1
Weapon B
Traits: Sword Melee Slashing Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 2
Weapon 2
Traits: Sling Ranged Bludgeoning Elite
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Weapon 3
Weapon B
Traits: Club Melee Bludgeoning Fire Basic
To Acquire: Strength Intelligence Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon 4
Weapon 1
Traits: Polearm Melee Slashing 2-Handed Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 5
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Spell 1
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Magic Arcane Divine Attack Acid Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Armor 1
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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.
Armor 3
Armor 2
Traits: Shield Offhand
To Acquire: Constitution Fortitude Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.
Armor 4
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
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 Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item 1
Traits: Object Magic Mummy
To Acquire: Wisdom Survival Divine 6
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.
Item 2
Item 1
Traits: Staff Attack Magic Arcane Divine Anubis
To Acquire: Arcane Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item 1
Traits: Tool Alchemical
To Acquire: Intelligence Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Item 5
Item 1
Traits: Staff Magic Divine Healing
To Acquire: Wisdom Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Ally 1
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 2
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Ally 3
Ally B
Traits: Animal Elemental
To Acquire: Wisdom Survival 6
Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Ally 4
Ally 2
Traits: Human Cleric
To Acquire: Charisma Diplomacy Divine Knowledge 9
After you roll a check, recharge this card to add or subtract 2 from the 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.
Ally 5
Ally 2
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessing 1
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.
Blessing 2
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.
Blessing 3
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.
Blessing 4
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.
Blessing 5
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.
Top of Blessing Discard Pile:
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.
Blessings Remaining: 10
Blessings Deck
Blessings Deck Card 1 - Turn 1 Raheli
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.
Blessings Deck Card 2 - Turn 2 Seoni
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 3 - Turn 3 Valeros
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 Deck Card 4 - Turn 4 Grazzle
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.
Blessings Deck Card 5 - Turn 5 Raheli
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.
Blessings Deck Card 6 - Turn 6 Seoni
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.
Blessings Deck Card 7 - Turn 7 Valeros
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.
Blessings Deck Card 8 - Turn 8 Grazzle
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.
Blessings Deck Card 9 - Turn 9 Raheli
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.
Blessings Deck Card 10 - Turn 10 Seoni
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.
Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Surgery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack,
Vizier's Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Precinct of Left Eyes
Closed
At This Location: At the start of your turn, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/NathanDavis, Seoni/EmpTyger, Valeros/AbrahamZ,
Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 3 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: None
Barrier 2
Traits: Trap Arcane Magic Elite
To Defeat: Arcane Divine 12 OR Constitution Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
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.
Armor 1
Traits: Shield Offhand Magic
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits: Trigger Human Rogue Aspis
To Acquire: Wisdom Charisma Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 1
Traits: Human Cleric
To Acquire: Knowledge Divine Charisma Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
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.
Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 0
Located/Displayed Here: None
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.
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
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.
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.
Item B
Traits: Tool Basic
To Acquire: Intelligence Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
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.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Grazzle the Grubmaster |
Grazzle is feeling better and decides to heal his injured allies.
Discard 4 cards to heal Seoni for 3, Raheli for 1, Valeros for 4 Crocodile Skin Armor, Heavy Pick, Cure 2, Magical Child.
Grazzle then travels to the Pleasure Barge. Many potential allies for the siege may be there.
Seeing a follower of Pharasma blessing people he decides to have a chat.
Blessing of Pharasma divine 6: 1d8 + 3 ⇒ (1) + 3 = 4
But the lady has no time for Grazzle so he moves on.
Discard Blessing of the Spellbound 3 to explore.
The rich can afford many good healers and Grazzle talks shop for a bit.
Cure divine 6: 1d8 + 3 ⇒ (5) + 3 = 8
He picks up a new trick and immediately finds a secluded spot to try it out.
Cure targeting self: 1d4 + 1 ⇒ (1) + 1 = 2
Viper Strike, Cure 2
Feeling a little better he feels up for a little more chatting.
Discard Pahmet Clansman to explore.
Hyaenodon Survival 11 discarding Seoni's Blessing of the Gods 1: 2d10 + 2 ⇒ (3, 6) + 2 = 11
After a lengthy conversation the Hyaenodon agrees to join the cause.
Grazzle wonders if this was the best location for this.
Charisma 9 to close discarding my Blessing of the Spellbound 2: 2d8 ⇒ (5, 8) = 13
Finally some good rolls. Location closed.
Grazzle gets off at the nearest dock and takes a moment to think.
Hand: Hyaenodon aq, Tussah Silk Coat, Cure 1, Remove Curse, Frigid Blast, Bestiary of Garund,
Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes:
Sideboard cards:
First thing should probably be to Remove Curse Raheli and banish Memories of Violence.
Then a bit more healing.
cure: 1d4 + 1 ⇒ (2) + 1 = 3
Blessing of the Spellbound 3, Blessing of the Gods, Blessing of the Spellbound 2
Hand: Hyaenodon aq, Tussah Silk Coat, Frigid Blast, Bestiary of Garund,
Displayed:
Deck: 13 Discard: 4 Buried: 1
Notes:
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> 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.
<Power 3> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>
Edit: Ally was the wrong type of ally. Let's hope the location has at least one of the right type. Rather then retcon the spent blessings and retcon multiple actions we'll just keep it as is except the location is still open.
Valeros Z. |
Noted that Seoni has discarded Valeros' Blessing of the Gods
Per the location close condition, Valeros draws Helpful Haversack from his discard pile
Valeros thinks that he should try out some of this nifty magic stuff and he starts waving his Staff of Minor Healing around. Recharge Staff to recharge 1 random card from his own discard pile - Blessing of Gorum
Finally, Valeros takes a rest.
Reset hand, end turn.
Hand: Longsword, Quartermaster, Helpful Haversack, Chain Mail 2, Menacing Backsword +1,
Displayed:
Deck: 9 Discard: 5 Buried: 1
Notes: Quartermaster: +1d6+1 to your combat checks at my location;
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Valeros Z. |
Updated following Grazzle's healing 4 cards
Hand: Longsword, Quartermaster, Helpful Haversack, Chain Mail 2, Menacing Backsword +1,
Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes: Quartermaster: +1d6+1 to your combat checks at my location;
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Raheli |
It is Ancient Times.
Feeling the Memories of Violence fade away, Raheli searches for the Safe House where the most weak-willed of the nobility has fled.
The Safe House has been fortifies it seems as she sees a Telekinesis Trap.
Disable 9: 1d10 + 2 ⇒ (4) + 2 = 6
She get's caught in the trap. She's trapped, floating there. The trap tries to hurt her with shrapnel and acid but after her ordeal with her memories, there's nothing left to hurt No Hand. All Damage bounces off
Hand: Blessing of the Quartermaster 1, Black Spot, Blessing of the Elements, Amulet of Life,
Displayed: Centipede,
Deck: 12 Discard: 0 Buried: 0
Notes: Blessings available
Sideboard cards:
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
BR Yewstance |
Managing to squeeze in a scenario update. No script use this time; sorry for any ugliness.
Seoni has to heal herself 3 cards from Grazzle's tender care.
============
During This Adventure:
During This Scenario:
Additional Rules:
Henchman B
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Turn: 22, Seoni/EmpTyger
Monsters
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage.
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated.
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.
Monster B
Traits:
Elemental
Outsider
Fire
Basic
To Defeat:
Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
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.
Barriers
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
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.
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Weapons
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.
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon B
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6. Add an additional 1d6 if the monster has the Construct or Ooze trait.
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6
For your combat check, discard this card to use your Divine skill + 2d4.
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.
Armors
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
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.
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.
Items
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5
For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item B
Traits:
Trigger
Object
Magic
Horus To Acquire:
Dexterity
Knowledge
Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 2
Traits:
Trigger
Object
Magic
Maat To Acquire:
Constitution
Fortitude
Divine 8
When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
Bury this card after you roll a check to remove a number of dice rolled from the result. Add or subtract 5 from the result for each die removed.
Allies
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
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.
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Blessings
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.
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.
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.
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.
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Remaining: 8
Blessings Deck
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.
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.
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.
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.
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.
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.
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.
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.
Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Surgery
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Vizier's Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
Precinct of Left Eyes
Closed
At This Location: At the start of your turn, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Seoni/EmpTyger, Valeros/AbrahamZ,
Safe House
At This Location: At the start of your turn, you may recharge a card to examine the top card of the location deck; then you may shuffle it.
When Closing: You may close this location automatically.
When Permanently Closed: Any character at another location may banish a card to evade an encounter and move here, then reset her hand and end her turn.
M: 0 Ba: 2 W: 0 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 0
Located/Displayed Here: Raheli/NathanDavis,
Barrier 2
Traits: Trap Arcane Magic Elite
To Defeat: Arcane Divine 12 OR Constitution Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you. At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
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.
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
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.
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck.
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
Discard this card to examine the top card of your location. You may then explore your location.
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
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.
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 4 Bl: 1 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, None
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.
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
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.
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; If you do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.
Ally B
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Seoni WotR-EmpTyger |
Moving to Pleasure Barge
Exploring Pleasure Barge 1: 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.
Discarding Blessing of the Gods copying Blessing of Wadjet
WIS 7: 1d6 + 2d8 ⇒ (1) + (7, 6) = 14
Camel is acquired. Drawing Confusion
Seoni had mingled with people of all classes, and knew that the coming siege would affect them all. If only they all realized this truth...
The sorcerer headed to the Pleasure Barge to make that case to the Sovereign Court. She knew she'd need to make an entrance to win these nobles' respect; best to arrive mounted.
Discarding Camel to explore Pleasure Barge 2: Magnifying Glass
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.
Perception 4: 1d6 + 2 ⇒ (3) + 2 = 5
Magnifying Glass is acquired
Recharging Magnifying Glass to examine Blessing of the Gods. No shuffle
The sorcerer enchanted a glass plate to magnify the image within. Seoni examined her clothing, magically touching up some of the tears and rips that the chaos had caused. "It's all about the details."
Ending turn. Resetting hand
Hand: Blessing of the Gods 4, Confusion, Frostbite, Lightning Touch, Blessing of the Gods 3, Force Missile,
Displayed:
Deck: 3 Discard: 2 Buried: 1
Notes: Okay to cure
Ask before using: 2 Blessings of the Gods
Can use without asking: Blessing if would recharge; Blessing if Valeros; Blessing if would add 2 dice vs Telekinesis Trap
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
It is the hour of the Elements.
After all his exertions, Valeros is ready for some fun times. He checks his Helpful Haversack to get ready before heading to the Pleasure Barge. There's a Corrosive Dagger down at the bottom of the haversack, but Valeros can't imagine much use for it on a barge devoted to pleasure. Putting Corrosive Dagger +1 at the bottom of my deck; Helpful Haversack remains in my hand.
Pleasure Barge Card 3: Explore
Valeros is a bit disturbed that the first person who wants to befriend him when he arrives at the pleasure barge is Ubashki, a seemingly friendly undead Mummy. Not quite what he had in mind! Still, Valeros is always ready for a walk on the wild side - maybe they can be friends? As a token of his intentions, Valeros gives the mummy his Longsword.
burying Longsword to acquire Ubashki
After chatting a bit, Valeros is pretty sure that he and Ubashki maybe aren't quite meant for each other and Valeros starts wondering who else might be here on this barge.
Discard Ubashki to explore
Pleasure Barge Card 4: Explore
Yeesh, what kind of "pleasure" barge is this? Valeros wonders... The next person he meets is a missionary of Thoth. She's lovely, but still.
Autofail the check to acquire Blessing of Thoth
Discard Quartermaster to explore again
Pleasure Barge Card 5: Explore
At last! A savage little halfling beauty winks at Valeros from across the bargebar. "Hey there, darling, what's your sign? You look like a Leo, yes? I'm Marrn, Mad Dog Marrn, you come here often?"
"Well, well, what's a nice lady like you doing in a place like this? By the way, I don't suppose you've ever seen one of these? Let me show you." Revealing, then recharging, Menacing Backsword +1
Diplomacy 9+4: 1d10 + 5 + 1d6 + 1 + 2d4 ⇒ (8) + 5 + (4) + 1 + (4, 4) = 26 Acquired
Mad Dog bats her eyes at Valeros. "Hey, get my tab so we can get out of here, will you?" Valeros reaches for his purse and realizes that he's flat broke. He should never have bought those cigars! Maybe he can charm the bartender? Valeros says a quick prayer. Discarding Seoni's Blessing of the Gods 3
Diplomacy 9 to close location: 2d8 + 3 ⇒ (7, 5) + 3 = 15
The bartender agrees to close up early so Valeros can tell her and Mad Dog stories about being a Pathfinder.
Pleasure Barge is closed
Location Power: recharge a card from discard - (random, I assume?) The mummy Ubashki follows the others home from the barge. It's going to be quite a party!
Discard Chain Mail 2, Reset hand, end turn
Hand: Blessing of Cayden, Mad Dog Marrn aq, Helpful Haversack, Spiked Chain +1, Blessing of Gorum,
Displayed:
Deck: 12 Discard: 3 Buried: 2
Notes: Mad Dog Marrn: +1d6+1 to your combat checks at my location; Blessing of Cayden (+2 dice for non-combat Str or Con - perfect for the Telekinesis barrier), Blessing of Gorum (+2 dice for combat Str but we might not have any more combat left) - freely use any you need
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Grazzle the Grubmaster |
Blessing of Horus time.
Seoni is looking lonely so Grazzle Sends Hyaenodon to join her..
Grazzle does his healing thing. "Note to self, Bake healing cookies in future."
Discard 2 cards to heal Seoni for 2, Grazzle for 2 Kukri aq, Blessing of the Spellbound 2.
He then heads over to a local Safe House that he hears has been trapped.
With the help of his frends he might just be able to disarm it.
Dexterity 11 using one of Seoni's BotG as Horus, Raheli's BotQM, and Valeros's Blessing of Gurum: 5d6 ⇒ (3, 5, 4, 2, 4) = 18
Feeling like he is truly blessed Grazzle handles it easily.
He decides to see what other occupants have left behind.
An evil judge apparently because The Second Law is in effect.
Grazzle takes a seat and waits for his allies to wander in.
Hand: Confusion Rahali, Tussah Silk Coat, Cure 2, Blessing of the Spellbound 3, Frigid Blast, Bestiary of Garund,
Displayed:
Deck: 8 Discard: 6 Buried: 1
Notes: Spellbound: Discard to add 1 die to any roll, recharge to add 1 die to a spell.
Sideboard cards:
Maybe a bit of healing while he waits.
cure: 1d4 + 1 ⇒ (3) + 1 = 4
Pahmet Clansman aq, Crocodile Skin Armor, Heavy Pick, Magical Child
Hand: Confusion Rahali, Tussah Silk Coat, Cure 2, Blessing of the Spellbound 3, Frigid Blast, Bestiary of Garund,
Displayed:
Deck: 12 Discard: 2 Buried: 1
Notes: Spellbound: Discard to add 1 die to any roll, recharge to add 1 die to a spell.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> 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.
<Power 3> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>
Raheli |
It's a time of Bastet.
Raheli thanks Grazzle for the timely assist. She could bear to hang around there a minute longer. Free of her floating cage she looks for a way into the Safehouse Recharge Black Spot for Location Power Examine. She's sees an antechamber with a Bone Lamellar hanging. Raheli looks for another way in Shuffle the Deck.
Shuffle Deck: 1d8 + 1 ⇒ (5) + 1 = 6
She bumps into Kelhru who is helping some nobles to stay safe. Raheli implores Kelhru to bring the nobles to the aid of the city with there resources and connections, appealing to his logical side.
Discard BotE, Bury Amulet of Life for Smoking Den Effect, Discard Grazzle's BotS,Val's BotCayden
Knowledge 9+4: 1d8 + 2 + 4d8 ⇒ (6) + 2 + (3, 7, 2, 2) = 22
Kelhru does the right thing thanks to added pressure from Grazzle and Valeros.
We Win!
Grazzle the Grubmaster |
Congrats! The reward calls for pulling non basic item or ally from the box. We might need extra pulls but for now lets see if the random cards are enough. I'll call item. First one is Twitch Tonic. Item B but not basic.
Raheli |
Also pulling Items and got Canteen, another non-basic B
Valeros Z. |
Excellent - I got an Ally 2
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.
BR Yewstance |
Great work!
9–00A: A CITY IN CHAOS - COMPLETED
REWARDS:
TIER REWARDS:
DEVELOPMENT:
Not only have the people of Absalom begun to hope that they might survive this siege, but increasingly they’re recognizing you by sight and cheering your efforts. Thanks to your contributions, Absalom’s soldiers are better armed, and its forces have grown.
In the distance a powerful construct has arisen. Some call it “Gulgamodh.” In a booming voice, it declares, “Gulgamodh stands ready.” Its towering metal frame soars above the rooftops, and its footfalls make the ground before it tremble.
(I suppose I could make slightly customized development text for the party, if desired - such as I did on the table that bigguyinblack and Abraham Z are also on. Let me know if that's of interest to anyone.)
ACQUIRED CARDS:
Camel (Ally B)
Meehr Zet (Ally B)
Pahmet Clansman (Ally B)
Ubashki (Ally B)
Hyaenodon (Ally B)
Nefti the Bard (Ally B)
Mad Dog Marrn (Ally 1)
Khelru (Ally 1)
Ptemenib (Ally 2)
Blessing of Thoth (Blessing 1)
Twitch Tonic (Item B)
Canteen (Item B)
Magnifying Glass (Item B)
Cure (Spell B)
Corrosion (Spell 2)
Fighting Crook (Weapon B)
Corrosive Dagger +1 (Weapon B)
Chakram (Weapon B)
Kukri (Weapon B)
+ Random nonbasic Item or Ally
BR Yewstance |
9–00B: THE BLACK ECHELON STRIKES
It’s said that 800 years ago, Taldor’s aristocracy grew envious of Absalom’s riches and power. Hoping to seize the island metropolis for itself, Taldor built a mighty armada to invade the city under cover of the spring fog. To ensure Absalom was too weak to defend itself, the invasion included a contingent of saboteurs known as the Black Echelon, who planned to destroy key defensive points and signal the fleet’s approach using prearranged signal lights.
Those signals never came. Heroes of Absalom had rooted out the infiltrators and put them to the sword, and Absalom’s own navy then launched a surprise counter attack against the Taldan navy, sinking every one of the ships. The failed invasion came to be known as the Silent Tide and was little more than a historical footnote until the aging military historian Yargos Gill unearthed the old Side Tide codebook and recreated several of the lighted signals in the spirit of historical reenactment. What he did not know was that each member of the Silent Tide had sworn a binding oath to invade Absalom, no matter the cost. When these restless spirits perceived the familiar invasion signals, they rose from the dead. Pathfinders managed to recover the codebook, call off the undead, and lock away the codebook. But it seems someone has recovered it—or a copy—and called to the Taldan marines once more.
Black Echelon operatives are now attacking strategic locations within the city, including Fort Tempest along the city’s western wall. So far, Absalom’s guards have been too busy to retake the fort. But the nearby Puddles district’s militia, known as the Muckruckers, are eager to oust these undead invaders with whatever help they can get.
The Pathfinder Society’s Dark Archive faction specializes in acquiring and maintaining dangerous texts and artifacts. Its leader Zarta Dralneen believes that a copy of the Silent Tide codebook lies within the vast Forae Logos library in the Wise Quarter. The trouble is that the library has gone dangerously quiet. Zarta suspects that the Black Echelon may have struck there, too. If you could just reach the library and find where the codebook is hidden, you could then send confusing signals to the undead invaders and lead them astray.
Either task could turn the tide in Absalom’s favor, and the choice is yours.
DURING THIS SCENARIO
Before setting out locations, choose the Dark Archive or the Grand Lodge. When possible, choose one that the table has not yet completed.
Dark Archive: Add the locations Great Library of Tephu and Guardian Vault, and use the villain Velriana Unborn. If the Great Library of Tephu or the Guardian Vault is open, the difficulty of checks to defeat monsters is increased by the scenario’s adventure deck number. When playing this adventure in Tier 5, the difficulty of checks against Velriana Unborn is increased by 6.
Grand Lodge: Add the locations Ghoul Square and Sea Fort, and use the villain Devoted General. At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 2 Ranged Combat damage. When playing this adventure in Tier 2, the difficulty of checks against the Devoted General and Kor-AhnTuk are decreased by 6.
BR Yewstance |
During This Adventure:
During This Scenario:
================
Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
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
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Grazzle the Grubmaster |
Great Library of Tephu tries to tempt you into keeping it open to store boons but I think we should focus on closing it and Guardian Vault first. Grazzle will start at Guardian Vault. Maybe we all should in hopes of closing it before one of us has to go back.
Hand: Blessing of the Spellbound 2, Remove Curse, Blessing of the Gods, Tussah Silk Coat, Frigid Blast, Crocodile Skin Armor,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Spellbound: Recharge to add 1 die to a spell. Use Remove urse as needed.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> 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.
<Power 3> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>
Valeros Z. |
Valeros took favored card Weapon instead of Ally this time since he's going first. Ready to rumble.
Hand: Staff of Minor Healing, Menacing Backsword +1, Blessing of Cayden, Spiked Chain +1, Blessing of Abadar,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: No Ally in hand:+1d6+1 to your combat checks at my location;Blessing of Cayden (+1 die any check, +2 dice for non-combat Str or Con), Blessing of Abadar (+1 die any check, +2 dice vs barrier) - freely use my cards as needed (I'll post a note if there's a specific reason not to do that).
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Raheli |
We all meat at the Guardian Vault
Hand: Blessing of the Elements, Noxious Bomb, Corrosion, Old Salt, Caltrops,
Displayed: Flying Squirrel,
Deck: 10 Discard: 0 Buried: 0
Notes: Blessing and Corrosion available
Sideboard cards:
Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
BR Yewstance |
Seoni may choose any starting location when she's available; I've assigned her to the Vault for now but she may retroactively change her starting location if desired.
Starting the scenario now for expediency. Good luck!
=================
During This Adventure:
During This Scenario:
Turn: 1, Valeros/AbrahamZ
Monster 1
Monster B
Traits: Ooze Acid Basic
To Defeat: Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits.
If your check to defeat has the Acid or Cold trait, add 3.
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage.
Monster 2
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Monster 3
Monster B
Traits: Undead Cleric Elite
To Defeat: Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster 4
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.
Monster 5
Monster B
Traits: Trigger Bonecrusher Wizard Elite
To Defeat: Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.
Barrier 1
Barrier 2
Traits: Obstacle Lamia Elite
To Defeat: Stealth Charisma Diplomacy 8 OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.
Barrier 2
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier 3
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.
Barrier 4
Barrier 2
Traits: Trap Arcane Magic Elite
To Defeat: Arcane Divine 12 OR Constitution Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Barrier 5
Barrier B
Traits: Obstacle Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception 4 THEN Dexterity Acrobatics Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage. Then recharge your hand and end your turn.
Weapon 1
Weapon 2
Traits: Spear Ranged Piercing Magic Elite
To Acquire: Dexterity Ranged 10
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.
Weapon 2
Weapon 1
Traits: Sword Melee Slashing Cold Magic Elite
To Acquire: Strength Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.
Weapon 3
Weapon B
Traits: Whip Melee Slashing Finesse Swashbuckling Basic
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6. 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.
Weapon 4
Weapon B
Traits: Firearm Ranged Piercing 2-Handed Alchemical Elite
To Acquire: Dexterity Ranged Craft 5
For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.
Weapon 5
Weapon 1
Traits: Knife Melee Slashing Fire Magic Elite Finesse
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Spell 1
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 5
During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Spell 2
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 8
Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 3
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.
Spell 4
Spell B
Traits: Magic Divine Healing Basic
To Acquire: Wisdom Divine 6
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Armor 2
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 3
Armor B
Traits: Shield Offhand Elite
To Acquire: Constitution Fortitude 3 OR Melee 5
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, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor 4
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.
Armor 5
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.
Item 1
Item B
Traits: Trigger Object Magic Horus
To Acquire: Dexterity Knowledge Divine 6
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.
Item 2
Item 1
Traits: Tool Alchemical
To Acquire: Intelligence Craft 8
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.
Item 3
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item 4
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.
Item 5
Item B
Traits: Object Basic
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Ally 1
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Ally 2
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 3
Ally B
Traits: Human Rogue Aspis Hireling
To Acquire: Charisma Diplomacy 8
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Dwarf Cleric Basic
To Acquire: Charisma Diplomacy Divine 6
Recharge this card to add 1d6 to your check against a card that has the Trigger trait.
Discard this card to explore your location. If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead.
Ally 5
Ally 2
Traits: Human Cleric
To Acquire: CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
Blessing 1
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.
Blessing 2
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.
Blessing 3
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 4
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.
Blessing 5
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.
Top of Blessing Discard Pile:
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: 29
Blessings Deck
Blessings Deck Card 1 - Turn 1 Grazzle
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 Deck Card 2 - Turn 2 Raheli
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.
Blessings Deck Card 3 - Turn 3 Seoni
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.
Blessings Deck Card 4 - Turn 4 Valeros
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 Deck Card 5 - Turn 5 Grazzle
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessings Deck Card 6 - Turn 6 Raheli
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.
Blessings Deck Card 7 - Turn 7 Seoni
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.
Blessings Deck Card 8 - Turn 8 Valeros
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.
Blessings Deck Card 9 - Turn 9 Grazzle
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.
Blessings Deck Card 10 - Turn 10 Raheli
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.
Blessings Deck Card 11 - Turn 11 Seoni
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.
Blessings Deck Card 12 - Turn 12 Valeros
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 Deck Card 13 - Turn 13 Grazzle
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 14 - Turn 14 Raheli
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.
Blessings Deck Card 15 - Turn 15 Seoni
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.
Blessings Deck Card 16 - Turn 16 Valeros
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.
Blessings Deck Card 17 - Turn 17 Grazzle
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.
Blessings Deck Card 18 - Turn 18 Raheli
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 Deck Card 19 - Turn 19 Seoni
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.
Blessings Deck Card 20 - Turn 20 Valeros
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.
Blessings Deck Card 21 - Turn 21 Grazzle
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.
Blessings Deck Card 22 - Turn 22 Raheli
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.
Blessings Deck Card 23 - Turn 23 Seoni
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.
Blessings Deck Card 24 - Turn 24 Valeros
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.
Blessings Deck Card 25 - Turn 25 Grazzle
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.
Blessings Deck Card 26 - Turn 26 Raheli
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.
Blessings Deck Card 27 - Turn 27 Seoni
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 28 - Turn 28 Valeros
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.
Blessings Deck Card 29 - Turn 29 Grazzle
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.
Dilapidated Plaza
At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Monster 1
Traits: Construct Elite
To Defeat: Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.
Weapon 2
Traits: Sword Melee Slashing Acid Magic Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Villain 1
Type: Monster
Traits: Undead Wizard Aristocrat
To Defeat: Combat 14
Velriana Unborn is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill. If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card.
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Ally B
Traits: Animal Elemental Fire
To Acquire: Wisdom Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Dye Market
At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
When Closing: Choose three types of boons, then recharge 1 boon of each type.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits: Clothing Light Armor Basic
To Acquire: Constitution Fortitude 5
Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up). If proficient with light armors and the damage is dealt to you before you act, you may reveal this card.
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Weapon B
Traits: Knife Ranged Slashing Elite
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits: Elemental Outsider Fire Basic
To Defeat: Combat 9
The Magma Spirit is immune to the Fire trait.
If the check to defeat has the Cold trait, add 1 die.
Before you act, each charcter at your location is dealt 1 Fire Damage.
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Item B
Traits: Liquid Poison Alchemical Basic
To Acquire: Intelligence Knowledge Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait.
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.
Armor B
Traits: Light Armor Elite
To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier 1
Traits: Trigger Curse Undead Elite
To Defeat: Stealth Perception Charisma Diplomacy 8
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Ally B
Traits: Undead Mummy
To Acquire: Bury a card
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
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.
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits: Magic Arcane Divine Attack Poison Elite
To Acquire: Intelligence Arcane Wisdom Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
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.
Item B
Traits: Accessory Magic
To Acquire: Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
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
Monster 1
Traits: Undead Ghoul
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier.
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.
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.
Item B
Traits: Accessory Magic Pharasma Veteran
To Acquire: Arcane Divine Knowledge 8
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
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 Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Ally 1
Traits: Half-Elf Alchemist Hireling
To Acquire: Intelligence Craft Charisma Diplomacy 10
If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
Discard this card to explore your location.
Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Ally B
Traits: Animal Electricity Basic
To Acquire: Wisdom Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. You may add the Electricity trait to combat checks during this exploration.
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Monster B
Traits: Animal Curse Basic
To Defeat: Combat 7 THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card.
If the results of both checks to defeat are greater than 11, you may banish a scourge displayed next to your deck; if not, suffer the scourge Curse of Vulnerability.
Monster B
Traits: Trigger Vermin Swarm Poison Veteran
To Defeat: Combat 6
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Spell 2
Traits: Magic Arcane Attack Electricity
To Acquire: Intelligence Arcane 8
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.
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.
Spell 2
Traits: Magic Arcane Divine Acid
To Acquire: Intelligence Arcane Wisdom Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
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.
Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/NathanDavis, Seoni/EmpTyger, Valeros/AbrahamZ
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Trap Acid Fire Poison Veteran
To Defeat: Dexterity Acrobatics Wisdom Survival 5
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Monster 2
Traits: Ooze Electricity Elite
To Defeat: Combat 12
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.
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.
Weapon B
Traits: Knife Melee Slashing Finesse Basic
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Item 2
Traits: Liquid Alchemical Mummy
To Acquire: Intelligence Craft 8
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Barrier B
Traits: Obstacle Fire Basic
To Defeat: Dexterity Acrobatics Perception Craft 6
If undefeated, you are dealt 1d4 Fire damage. If you would discard any cards as damage, bury them instead.
Blessing B
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Seoni WotR-EmpTyger |
Selecting Item for 9-00A reward.
Gaining Skill Feat: CHA +1
Upgrading Ally B Crow into Ally B Surgeon.
Upgrading banished Ally into Ally 1 Menagerie Keeper.
Adding Ultimate Magic. Replacing 2 banished Items and 1 banished Armor with Basic Item B Spellbook, Basic Item B Bestiary of Garund, and Basic Armor B Tussah Silk Coat.
Starting at Guardian Vault.
By arriving to Absalom amid the chaos, Seoni had been caught a little unprepared. But now she finally could unpack at an inn in the Puddles district. Changing out of her travel leather into a nicer outfit helped the sorcerer feel more refreshed, more able to motivate defenders. And indeed, she immediately recruited a pair of healers who could tend to both man and beast. Bringing a pair of books she had accumulated in her travels which were filled with legends of unusual monsters and spells, Seoni joined the rest of the party at the library's vault.
Hand: Blessing of the Gods 1, Sage, Spellbook, Lightning Touch, Force Missile, Blessing of the Gods 4,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Ask before using: 2 Blessings of the Gods
Can use without asking: Blessings if they would recharge
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
It is the hour of the Elements and once again, adventure is afoot. Absalom must be saved! Valeros looks around to see what he can do to help defeat the invaders.
Explore Guardian Vault Card 1 Here's a scroll of Unshakable Chill.
Spell B
Traits: Magic Arcane Divine Attack Cold Basic
To Acquire: Intelligence Arcane Wisdom Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Int 6: 1d6 ⇒ 6 Acquired
Surprisingly, though Valeros usually can't bothered with such things, he absent-mindedly picks up the scroll and pockets it. Maybe I'll get a chance to give this to one of my friends later.
Valeros continues on. Discarding Blessing of Cayden to explore
Explore Guardian Vault Card 2
Item B
Traits: Liquid Attack Acid Alchemical Basic
To Acquire: Intelligence Craft 5
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6. If the bane invokes the Acid trait, add another 1d12.
Int 5: 1d6 ⇒ 3 Not acquired
Valeros knows that such things have a way of exploding in your pocket and he leaves it where he finds it.
Discarding Blessing of Abadar to explore
Explore Guardian Vault Card 3
Just then, a Black Echelon Operative jumps out and attacks Valeros.
Valeros: Recharging Spiked Chain +1
Raheli:Playing Corrosion to add 1 die vs Undead; per the Henchman power you have to discard another card before playing Corrosion. Corrosion is discarded but Raheli can make a check to recharge it.
Seoni: Playing Blessing of the Gods 4 to add 1 die; per the Henchman power you have to discard another card before playing your Blessing.
Combat 11+4+2+3: 3d10 + 5 + 2d4 + 1 + 1d6 ⇒ (2, 6, 3) + 5 + (3, 4) + 1 + (4) = 28
Henchman 2
Type: Monster
Traits: Trigger Undead Veteran
To Defeat: Combat 11
When you examine this card, encounter it and ignore its power that happens while you act.
The Black Echelon Operative is immune to the Mental and Poison traits.
The difficulty to defeat is increased by twice the scenario’s adventure deck number. If the check to defeat has the Piercing or Slashing traits, the difficulty is increased by 3.
While you act, before another character plays a card, that character discards a card.
If defeated, you may immediately attempt to close the location this henchman came from.
With the help of his friends, Valeros puts his Spiked Chain right through the foul undead's head.
Location Close condition - Random Scourge: 1d6 ⇒ 1 Curse of Poisoning
As it (re)dies, the Black Echelon Operative manages to hurl a dart of poison at poor Valeros.
Fortunately, Grazzle quickly casts Remove Curse on Valeros, saving him from any ill effects.
The Guardian Vault is closed
As the Guardian Vault begins to crumble around him, Valeros finds himself magically whisked away!
Random Location: 1d5 ⇒ 3
... to the Alchemical Laboratory.
Question: out of curiosity, if I still had means to explore (which I don't), could I continue exploring now?
Valeros decides that it's been a busy morning and stops for lunch.
Reset hand, end turn
Hand: Staff of Minor Healing, Menacing Backsword +1, Unshakable Chill aq, Mindblade, Chain Mail 1,
Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Mindblade: Reveal my ally to add +1d6+1 to your combat checks at my location; RAHELI: used Corrosion and you must also discard 1 other card; SEONI: used Blessing of the Gods 4 and you must also discard 1 other card; GRAZZLE: used Remove Curse. If one of the Casters moves to my location I will give you the spell I acquired.
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Raheli |
Discard Caltrops
Recharge Arcane 9: 1d8 + 2 ⇒ (4) + 2 = 6
Hand: Blessing of the Elements, Noxious Bomb, Old Salt,
Displayed: Flying Squirrel,
Deck: 10 Discard: 2 Buried: 0
Notes: Blessing available
Sideboard cards:
Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Valeros Z. |
Post Grazzle healing 2 cards
Hand: Staff of Minor Healing, Menacing Backsword +1, Unshakable Chill aq, Mindblade, Chain Mail 1,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Mindblade: Reveal my ally to add +1d6+1 to your combat checks at my location; SEONI: used Blessing of the Gods 4 and you must also discard 1 other card; If one of the Casters moves to my location I will give you the spell I acquired.
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.
Grazzle the Grubmaster |
Blessing of the Elements is up.
Grazzle just misses what is no doubt an epic combat.
Closed for renovations.
*shrug*
He uses his healing energies to clean up any scrapes.
Discard 3 cards to heal Seoni for 2, Valeros for 2, Raheli for 2 Blessing of Abadar, Fireblade, Magical Child
He checks out the Great Library of Tephu instead.
A Black Echelon Operative leaps from the shadows and attacks.
Henchman right off the bat. Recharging Raheli's Blessing of the Elements but requires a discard from her.
combat 17 using and recharging Frigid Blast, recharging my Blessing of the Spellbound, Recharging Raheli's Blessing of the elements: 3d8 + 2d4 + 4 ⇒ (6, 7, 6) + (3, 1) + 4 = 27
With the help of his allies Grazzle easily fends off the attack.
He has a chat with the librarians discussing how they can close off the library to attacks.
Using Seoni's other BotG
intelligence 6 discarding Seoni's BotG and my BotG: 3d4 ⇒ (3, 2, 2) = 7
Woot! Location closed.
Draw first random spell, Detect Undead.
They heed his advice and the city feels a little safer as knowledge is preserved.
He does some relaxing reading.
Hand: Find Traps, Cure 1, Blessing of the Spellbound 1, Tussah Silk Coat, Detect Undead aq, Crocodile Skin Armor,
Displayed:
Deck: 5 Discard: 4 Buried: 0
Notes: Find Traps: +2 dice to anyone's check vs barriers, Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
Sideboard cards:
The librarians seem miffed at a little light bleeding so he takes a moment to heal himself.
cast and recharge Cure 1: 1d4 + 1 ⇒ (3) + 1 = 4
Hand: Find Traps, Cure 1, Blessing of the Spellbound 1, Tussah Silk Coat, Detect Undead aq, Crocodile Skin Armor,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Find Traps: +2 dice to anyone's check vs barriers, Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
Sideboard cards:
Dexterity d6 [ ] +1
Constitution d8 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Craft: Wisdom +1
Survival: Wisdom +2
Charisma d8 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +3
Favored Card: Spell
Hand Size 6
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> 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.
<Power 3> [ ] Add 2 to your check that invokes the Attack trait.
<Power 4>
<Power 5>
Recap for my turn: Everyone heals 2, Seoni discards other BotG, Raheli recharges BotE and discards a card.
Raheli |
Text lite post
Raheli heads to the Alchemical Laboratory
Echoes of Confusion surround her. Recharge Old Salt and use Grazzle's Find Traps
Charisma 8: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (5, 1) = 15
Acid Damage vs Empty Hand: 1d4 ⇒ 2
Hand: Black Spot, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Frilled Lizard, Caltrops,
Displayed: Flying Squirrel,
Deck: 9 Discard: 1 Buried: 0
Notes: Blessings and Black Spot available
Sideboard cards:
Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Grazzle the Grubmaster |
Updated hand.
Hand: Blessing of the Spellbound 1, Tussah Silk Coat, Detect Undead aq, Crocodile Skin Armor,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Spellbound: Discard to add 1 die or recharge to add 1 die to a spell.
Sideboard cards:
Valeros Z. |
No sooner has Valeros been magically whisked to the Alchemical Laboratory than his friend Raheli shows up and starts setting off explosions.
Acid dmg from Raheli's check on her turn: 1d4 ⇒ 2
Bury Chain Mail 1 to negate dmg
Seoni WotR-EmpTyger |
Moving to Dilapidated Plaza
Exploring Dilapidated Plaza 1: Camouflaged Pit Trap
Traits: Trap Basic
To Defeat: Wisdom Perception 6 OR Dexterity Acrobatics 7
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Recharging Sage
Perception 6: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (1) = 9
Camouflaged Pit Trap is banished
Seoni was so late getting there that everyone else had already left the vault! She went to the plaza to catch up with everyone, but a trap had been left to shake pursuit. Fortunately, the sorcerer heard a sage's whispered warning in time, and took an alternate route.
Using Camouflaged Pit Trap to explore Dilapidated Plaza 2: Corridor Dart Trap
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Seoni cannot make a Perception 6+4=10 check
Ranged combat damage: 1d4 ⇒ 3
Discarding entire hand for damage. Corridor Dart Trap is shuffled back into Dilapidated Plaza
Unfortunately, the alternate route was trapped as well, and this time Seoni was not so fortunate.
Ending turn. Resetting hand
At the start of Valeros's turn, recharging Surgeon to cure Spellbook
But it gave her new surgeon a chance to show off her skills. Seoni smiled. "I feel better already!"
Hand:
Displayed:Surgeon,Menagerie Keeper, Tussah Silk Coat, Force Missile, Frostbite, Black Spot,
Deck: 86Discard: 23Buried: 0
Notes: Okay to cure
Ask before using:
Can use without asking: Black Spot (-3 to difficulty to defeat monster)
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Raheli |
Off Turn
Raheli follows her Flying Squirrel to the Ruined Temple in search of the Silent Tide code book. Top Deck Flying Squirrel and Move
Hand: Black Spot, Blessing of the Quartermaster 2, Blessing of the Quartermaster 1, Frilled Lizard, Caltrops,
Displayed:
Deck: 9 Discard: 1 Buried: 0
Notes: Blessing and Black Spot available. Please leave me with at least one blessing if you can.
Sideboard cards:
Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Valeros Z. |
It is the hour of the Elements.
Valeros doesn't feel like an Alchemical Lab is the place for him. Before leaving though, he hands his scroll to Raheli. "Here, I think you might have some use for this."
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Traits: Magic Arcane Divine Attack Cold Basic
Valeros heads to the Dilapidated Plaza, where he sees his old friend Seoni, who warns him of the traps that fill the unstable structure.
Dilapidated Plaza Card 2-10: 1d9 + 1 ⇒ (9) + 1 = 10
Valeros sees a Fire Gecko skittering about. Perhaps he can tame it?
Wis 4: 1d4 ⇒ 3
It scampers away.
Discard Mindblade to explore
Dilapidated Plaza Card 2-9: 1d8 + 1 ⇒ (5) + 1 = 6
What's this?!? Valeros' long lost beloved, Velriana, who rose again from the grave as a foul undead. Must he slay her yet again!?!
Villain 1
Type: Monster
Traits: Undead Wizard Aristocrat
To Defeat: Combat 14
Velriana Unborn is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Wisdom or Perception 8 check or be dealt 1d4 Cold damage.
Pausing the action for consultation on Hangouts
Raheli |
Buried BotQ2 to Temp Close
Hand: Black Spot, Blessing of the Quartermaster 1, Frilled Lizard, Caltrops,
Displayed:
Deck: 9 Discard: 1 Buried: 1
Notes: Black Spot available. Please leave me with at least one blessing if you can.
Sideboard cards:
Dexterity d10 [1] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [ ] 6
Proficient with:
Powers:
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.
Seoni WotR-EmpTyger |
(During Valeros's turn)
Perception 8: 1d6 + 2 ⇒ (2) + 2 = 4
Cold damage: 1d4 ⇒ 2
Recharging Tussah Silk Coat to prevent 2 Cold damage
Seoni felt a chill start to come over her as Velriana sprang out, but her silk coat kept her warm.
Hand: Menagerie Keeper, Force Missile, Frostbite, Black Spot,
Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Okay to cure
Ask before using:
Can use without asking: Black Spot (-3 to difficulty to defeat monster)
Strength d6 [] +1
Dexterity d4 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3 [] +4
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
-- Perception: Wisdom +2
Charisma d12 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [] 7
Before your combat check, you may discard a card to draw a card that has the Arcane ([] or Magic) trait from your discard pile.
You may automatically succeed at your check to recharge a spell ([] or an item) that has the Attack trait.
When you acquire an ally ([] or a spell), you may draw a card.
Valeros Z. |
Blinded by rage at seeing his long-lost love in this hideous form, Valeros cannot possibly notice the blizzard of cold that she flings at him.
Autofail the BYA check
Valeros Cold dmg: 1d4 ⇒ 1
But it is merely a flesh wound. Discarding Staff of Minor Healing for damage
Valeros raises his Menacing Backsword +1 menacingly and warns her, "You should have thrown a few more snowballs, my love!" Recharging Menacing Backsword
Combat 14: 1d10 + 5 + 1d6 + 1 + 2d4 ⇒ (8) + 5 + (4) + 1 + (1, 3) = 22
With a mournful cry, Valeros cuts off Velriana's head. In his sadness, however, he forgets to drive a stake through her heart, so it will undoubtedly not be long before she rises again, in some new location.
Villain defeated at Dilapidated Plaza (with Alchemical Laboratory temp closed), so she relocates to either of: Dye Market or Ruined Temple. (I hope I got all that right - someone should doublecheck).
Checked the location deck to confirm that there are no more villains in it. We missed out on a Weapon 2 though. Oh well.
The following rule is now in effect, as a result of closing the Dilapidated Plaza: When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
Valeros bows his head in grief at what he has done.
Reset hand, end turn
Hand: Spiked Chain +1, Shock Glaive +1, Chain Mail 2, Sorrowsoul, Blessing of Gorum,
Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Use my cards as needed (I'll post a note if there's a specific reason not to). Sorrowsoul: Reveal my ally to add +1d6+1 to your combat checks at my location; Blessing of Gorum (+1 die to any check or +2 dice to Combat Str check)
Sideboard cards:
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Fortitude: Constitution +1
Intelligence d6 [ ]+1
Wisdom d4 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +3
Favored Card: Weapon or Ally
Hand Size 4 [X]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([X]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.