| BR Yewstance |
This is the gameplay thread for the Pathfinder Adventure Card Game version of Assault on Absalom. Here are the players for this table:
We're getting the gang back together!
If you're one of these players, please post in this thread or 'dot' it by making and deleting a post, and then (re-)introduce yourselves and/or (re-)discuss your characters on the Discussion thread.
We'll be re-using our existing Google Hangouts thread.
More details about this special will be forthcoming!
| BR Yewstance |
THE COSMIC CAPTIVE
For weeks the astronomers of the Inner Sea region have been abuzz. Millennia ago, the twin planets Damiar and Iovo exploded, creating an asteroid belt known as the Diaspora. A few of those asteroids orbit the sun more erratically, and one of the more famous of these is called Aucturn’s Tear, which flies through the solar system every 56 years like clockwork. For some reason, the asteroid has flared to life in the night sky, as though releasing vast quantities of gas.
Most would be content to just watch the asteroid and wonder—but not the Pathfinder Society. Agents have been furiously preparing for some kind of expedition that involves portals. Could it be that as Aucturn’s Tear travels overhead tonight, a mystic doorway to a hidden treasure might open? Perhaps that’s why so many agents have gathered around the Spire of Nex, a towering siege fortress rumored to contain untold magical power. Perhaps the Master of Spells Sorrina Westyr will make an announcement soon.
| Overseer Tyranius |
The Society's Master of Spells, Sorrina Westyr, looks up with approval upon the 30 foot platform the society is erecting around the base of the Spire of Nex. Her slate-gray skin seems to blend into the stonework behind her, but her manner is lively. Sorrina nods, then waves at the assembling crowd. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”
Meanwhile in the crowd, the aura of excitement continues to build. Rumors are flying everywhere as Pathfinders ask each other, “What’s this all about?”
Go ahead and continue with your mustering, introductions and the Countdown to departure portion of Part 1 GM's. We will begin this special on the 14th
| Seoni WotR-EmpTyger |
Seoni warmly waved to Raheli, who she hadn't seen since Absalom. It was no surprise that the sorcerer had responded to Sorrina's call; an unexplained magical nexus was just the type of phenomenon that drew her. But it wasn't idle curiosity that brought her on this expedition. The glint in Seoni's eyes was back; the sorcerer was searching for something.
| Korundo |
Korundo watches his feet as he walks trying to not bump anything until he reaches his designated area. He looks up at his allies.
"I'm Korundo."
| BR Yewstance |
With the go-ahead of the organizers, I'm listing the scenario rules and locations so that you can choose your starting locations, draw your starting hands and discuss strategy prior to the event beginning.
The development text will be posted when the special officially starts. Abraham Z./Aric/The Red Raven will be taking the first turn after we begin.
Please also indicate if you are playing this adventure for Tier Progression or not (see the "Cosmic Captive-Specific Rules" below). You may not change this decision later.
==============================
During This Adventure:
During This Scenario:
Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:1
Great Stone Bridge
At This Location: You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M:3 Ba:1 W:2 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:0 Al:2 Bl:0 ?:1
Elemental Trenches
At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M:2 Ba:3 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1
| Korundo |
Tiering up? Yes. Starting location? Woods seem to be the obvious choice. Cohort? Pygmy Ankylosaur. Favored Card? Ally. Free Power Feat? +1d4 to checks that invoke the animal trait will be the default.
Hand: Frilled Lizard, Compass, Cloud Puff (plant), Blessing of the Green Faith 1,
Displayed: Pygmy Ankylosaur,
Deck: 11 Discard: 0 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Location: Woods"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
| Raheli |
Raheli moves into a position that almost feels like home at the Windswept Chasm.
Hand: Corrosion, Sapphire of Intelligence, Blue Star, Shy Ratani, Blessing of the Quartermaster 1, Boots of Friendly Terrain,
Displayed: Snapping Turtle,
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing an Corrosion Available
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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.
| Aric Z. |
Tiering up: yes
Starting location: Great Stone Bridge
A dandy looking fellow comes wandering out to the Spire of Nex where the Pathfinders are gathered. He seems like the furthest thing from an adventurer and as he sips a flute of champagne he chimes in, "So, what's this all about? Looks like fun. Maybe I'll come along - what could possibly go wrong?"
Hand: Rapier, Compass, Clockwork Spy, Blessing of the Ancients 2, Lookout, Gambeson,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards: Kama 2, Kukri, Stalking Armor,
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| Seoni WotR-EmpTyger |
Starting at Canyon
Seoni briefly greeted her new companions, a savage half-orc and a dapper human, before heading off on her own into a deep canyon.
Hand: Spellbook, Fire Snake, Blessing of Pharasma, Elven Chain Shirt, Surgeon, Bestiary of Garund, Menagerie Keeper,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: At Canyon
Ask before using: Blessing of Pharasma (+1 die/+2 dice if a spell is cast)
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 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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.
| Overseer Tyranius |
Sorrina Westyr, the Pathfinder Society’s returning Master of Spells, hurriedly concludes conversations before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.
“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars. The asteroid Aucturn’s Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn’s Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.”
She casts a spell, briefly creating an image of Golarian’s solar system, and the asteroid’s trajectory within it.
“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn’s Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid’s interior so that we can find the source of these events." Red arrows appear at each entrance as the image keeps focusing closer and closer to the asteroid itself. "The first entrance is at the base of an enormous crater, where there are monumental fortifications— likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.”
Sorrina pauses a moment, letting the significance of all of these observations sink in, and then continues.
“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we’ve ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”
The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow.
Sorrina Westyr shouts to be heard over the deafening noise, “It’s beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we’re inside we can regroup and compare notes.”
The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.
“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.
Begin Part 2!
| BR Yewstance |
Scenario 8-00A: Rock and Roll
You’re among the first agents through the gate, and you practically bounce across the terrain; the gravity here is only a fraction of what it is on Golarion! Overhead, the stars shine with unfamiliar brightness, but you don’t have time to marvel at the sight. Already elemental guardians are rising from the rock itself to fight off the Pathfinders. It’s almost as though they were expecting trouble!
Help drive them off and secure a beachhead for the expedition. After that, it looks like it’s a long climb down a massive impact crater, where the elementals have constructed fortifications. Those walls might be enough to keep out the riffraff, but it’s up to you to prove they’re no match for the Pathfinder Society!
| BR Yewstance |
And we're off! Good luck!
=============
During This Adventure:
During This Scenario:
Turn: 1, Aric/AbrahamZ
Monster 1
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster 2
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster 3
Monster B
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster 4
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster 5
Monster B
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barrier 1
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 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 2
Barrier B
Traits: Cache Lock Veteran
To Defeat: Dexterity Disable 9 OR Strength Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 3
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 4
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 5
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Weapon 1
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 2
Weapon B
Traits: Basic Dart Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 3
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon B
Traits: Axe Magic Ranged Slashing
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 5
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Spell 1
Spell 1
Traits: Arcane Divine Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Attack Divine Elite Magic
To Acquire: Wisdom Divine 8
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Basic Divine Magic Mental
To Acquire: Wisdom Divine 6
Discard this card to choose a character at your location to evade a monster he encounters; put that monster on top of its location deck.
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: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell 5
Spell 2
Traits: Divine Magic
To Acquire: Wisdom Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Armor 1
Armor 1
Traits: Magic Offhand Shield
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.
Armor 2
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 3
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 5
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item 1
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 2
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item 3
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item 4
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
Item 5
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Ally 3
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 4
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally 5
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Card 1 - Turn 1 Korundo
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 3 - Turn 3 Seoni
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 Aric
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Raheli
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 7 - Turn 7 Seoni
Blessing 2
Traits: Abadar Divine
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 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 9 - Turn 9 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 10 - Turn 10 Raheli
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Seoni
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 12 - Turn 12 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 13 - Turn 13 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Seoni
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Aric
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Korundo
Blessing 2
Traits: Abadar Divine
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 18 - Turn 18 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 19 - Turn 19 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 20 - Turn 20 Aric
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Korundo
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 23 - Turn 23 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 24 - Turn 24 Aric
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Korundo
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raheli
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 27 - Turn 27 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 28 - Turn 28 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 29 - Turn 29 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Canyon
At This Location (Open): When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Barrier B
Traits: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Ally B
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ
Weapon 2
Traits: 2-Handed Magic Melee Scythe Slashing
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Monster B
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits: Basic Tool
To Acquire: Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits: Elite Outsider
To Defeat: Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Raheli/NathanDavis
Barrier B
Traits: Elite Lock
To Defeat: Dexterity Disable 8 OR Strength Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier B
Traits: Basic Cache
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits: Giant
To Defeat: Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Woods
At This Location (Open): Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Weapon B
Traits: Elite Finesse Melee Slashing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Watchtower
At This Location (Open): You may summon and defeat a random monster instead of the normal check to acquire a boon.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M: 2 Ba: 1 W: 2 Sp: 0 Ar: 2 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Monster B
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 1
Traits: Animal
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Barrier B
Traits: Arcane Magic Trap Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Elemental Trenches
At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster 1
Traits: Aberration Basic
To Defeat: Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
| Aric Z. |
It is the hour of the Gods. Appropriately so. May the Gods be with us!" Aric mutters to himself, wondering if this is the right place for a simple nobleman such as himself. He continues muttering, as he heads to the toilet, figuring that if they are heading to an asteroid he should probably make use of the facilities before the group leaves. Strangely, however, it is not Aric who emerges a few moments later, but a masked figure, cloaked all in red, with a wild lawless look in his eye.
Change to Red Raven. Put Lookout in kit and Stalking Armor in hand.
| Red Raven Z. |
Confirming, if I didn't already, that I am playing FOR tier upgrades.
It is the hour of the Gods.
Electricity dmg?: 1d4 ⇒ 1 Red Raven discards Stalking Armor to Electricity dmg
"Hey, this place seems dangerous! I'd better be prepared."
Display Gambeson
RR Power, at the end of move step examine GSB 1
Weapon 2
Traits: 2-Handed Magic Melee Scythe Slashing
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
The Red Raven eyes the magic scythe and decides that it is probably more useful to his comrade Korundo. "I am needed elsewhere!" he declares.
Recharge Compass to move to Watchtower and examine Watchtower 1
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Location power: summon random monster to acquire boon The Red Raven sees a nice set of armor, guarded by a zombie.
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Reveal Rapier
Combat 9: 1d10 + 3 + 2d4 ⇒ (7) + 3 + (4, 2) = 16 Armor B acquired
The Red Raven creeps up on the zombie and slays it before it sees a thing. Then he lugs off the new suit of heavy armor that it was guarding. Not quite the get up for a batman-type like myself, but it could come in handy... he thinks.
Display Clockwork Spy to examine, then explore, Watchtower 2
Weapon 2
Traits: Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1. Add another 1d8 against a bane with the Undead trait.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.
Location power: summon random monster to acquire boon The Red Raven sees a nice crossbow, guarded by a human fighter.
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Reveal Rapier
Recharge Korundo's Blessing of the Green Faith
Combat 9+2=11: 2d10 + 3 + 2d4 - 4 ⇒ (7, 10) + 3 + (2, 4) - 4 = 22 Weapon 2 acquired
With the help of his friend Korundo, the Red Raven makes quick work of the warlord and takes his prized magic crossbow for his own.
Recharge Blessing of the Ancients 2 to examine, then explore, Watchtower 3 One of the warlord's mercenaries tries to get the jump on the Red Raven.
Monster B
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Reveal Rapier
Combat 10+2=12: 1d10 + 3 + 2d4 ⇒ (6) + 3 + (1, 1) = 11
Unfortunately, the Red Raven is too busy looking at his new crossbow and the Mercenary gets the better of him. Oops, I goofed, forgot I could have banished Clockwork Spy for another 1d6... My bad.
Recharge Gambeson to reduce Combat dmg by 1 to 0
Watchtower 3 (Mercenary) is shuffled back into Watchtower
Reset hand, end turn
Hand: Rapier, Half-Plate aq, Light Crossbow +1 aq, Blessing of the Ancients 1,
Displayed: Clockwork Spy,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessing of the Ancients
Crossbow: ""you may discard this card to add 1d4 to a combat check at another location, or 1d8 if the check is against a bane with the Undead trait.""
Location: Watchtower
Sideboard cards: Kama 2, Kukri, Lookout,
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Top Card of Great Stone Bridge is Scythe +1 (Weapon 2 and well suited for Korundo to acquire)
* Watchtower 1 & 2 acquired (Armor B and Weapon 2)
* Korundo's Blessing of the Green Faith is recharged
* Watchtower is shuffled
| Korundo |
Blessing of the green faith recharged. Blessing of Iomedae in effect.
As the weird red bird man mentions a large weapon at the Great Stone Bridge Korundo's eyes light up. He rides there on his Pygmy Ankylosaur and it's thick hide blocks any stray electricity that may be flying around.
Weapon 2
Traits: 2-Handed Magic Melee Scythe Slashing
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Korundo tries to get a feel for the mighty weapon.
melee 11 recharging Rahali's BotQ: 2d10 + 2 ⇒ (10, 2) + 2 = 14
"Yes. Very good."
He then uses a compass to find his way back to the Woods.
Once he gets there he spies some Diseased Rats and starts sharpening his new blade.
Hand: Frilled Lizard, Scythe +1 aq, Cloud Puff (plant), Cure, Fox,
Displayed: Pygmy Ankylosaur,
Deck: 11 Discard: 0 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Fox: Recharge to add 1d4 to any Intelligence or Wisdom check.
Location: Woods"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
Card 1 of Great Stone Bridge acquired. (weapon 2)
Card 1 of Woods examined. (Monster 2 Diseased Rats)
Rahali's Blessing of the Quartermaster recharged.
| Raheli |
Desna Day
Start of turn Electricity: 1d4 ⇒ 2
Raheli arrives through the portal and is stuck by the extreme winds and electricity in the air. She manifests a shell-like barrier on her back channeling the power and wisdom of the Top-Decked Turtle.
Damage Reduced
While her companions get straight into gathering a mix of weaponry and fighting off the denizens of this strange crater, Raheli carefully makes her way to the Great Stone Bridge.
She begins to cross, but meaty hands appear in front of her, pull itself up and onto the bridge. They belong to an Ogre
Recharge Corrosion, Blue Star, Sapphire of Intelligence, and Boots of Friendly Terrain
Combat 14: 1d8 + 2 + 1d8 + 3d4 ⇒ (3) + 2 + (4) + (2, 2, 1) = 14 Wow! Close!
The Ogre grabs hold of Raheli before she can react. As it pulls her towards its gaping maw, her prehensile hair attacks the brute with stones from the bridge, blue flowers, acid and sapphires.
Hand: Sacred Candle, Silver Raven Figurine, Compass, Shy Ratani, Blessing of the Quartermaster 2,
Displayed: Snapping Turtle,
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
On Seoni's turn, Raheli joins the Compass club. Recharging hers to move back to Windswept Chasm
Raheli retreats to the Windswept Chasm and sees a Locked Passage ahead.
Hand: Sacred Candle, Silver Raven Figurine, Shy Ratani, Blessing of the Quartermaster 2,
Displayed: Snapping Turtle,
Deck: 13 Discard: 0 Buried: 0
Notes: Blessing Available. If you want to offload a weapon, item, or armor, I'll Silver Raven it.
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 |
Blessing 3: Erastil o'clock
Lightning 4: 1d4 ⇒ 4
Moving to Windswept Chasm
The launch through the portal was quicker than Seoni thought possible, and when she arrived at the canyon, she hadn't yet finished fully drawing upon her magical energies. She retreated to rejoin Raheli before the ricocheting lightning blasted out.
Exploring Windswept Chasm 1: Locked Passage
Traits: Elite Lock
To Defeat: Dexterity Disable 8 OR Strength Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Discarding Fire Snake to use Arcane, revealing Spellbook
Arcane 8: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12
Locked Passage is banished. Examining and topdecking Windswept Chasm 2: Haste
Traits: Arcane Magic
To Acquire: Intelligence Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
The witch had found the way forward to be barred. Even at partial strength, Seoni had enough sorcery to conjure a fiery key that snaked its way into the lock.
Discarding Menagerie Keeper to explore Windswept Chasm 2: Haste
Revealing Spellbook
Arcane 8: 1d12 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12
Haste is acquired
The menagerie keeper noticed the fauna around the chasm was moving faster than expected. "Some reaction to the lightning energy, perhaps?" Seoni consulted one of her magical books to unlock this quickening sorcery.
Recharging Surgeon to cure Fire Snake.
Seoni wasn't feeling hurt, but the medic insisted on checking that the portal hadn't done any lingering damage.
Ending turn. Resetting hand
Hand: Spellbook, Haste, Blessing of Pharasma, Elven Chain Shirt, Chronicler, Bestiary of Garund, Sphere of Fire,
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: At Windswept Canyon
Ask before using: Blessing of Pharasma (+1 die/+2 dice if a spell is cast)
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 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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.
| Red Raven Z. |
It is the hour of Iomedae.
Electric?: 1d4 ⇒ 4
The Red Raven digs into his kit to see what Aric may have stashed there.
Move Kukri to hand and Light Crossbow +1 to kit
Then he continues to explore the Watchtower.
Red Raven power - examine top card of location after move step: 1d8 + 2 ⇒ (7) + 2 = 9 He sees that there is a fine short sword up ahead.
Explore Watchtower
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Auto acquire due to Red Raven power re finesse checks With his new short sword in hand, the Red Raven continues looking around the Watchtower.
Discard Blessing of the Ancients to examine, then explore, top card of Watchtower, can't be 9: 1d8 + 2 ⇒ (8) + 2 = 10
It's not long before he comes face to face with a fearsome Lightning Elemental.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Raheli's BotQ
Recharge Kukri
Banish Clockwork Spy
Combat 17: 2d10 + 3 + 3d4 + 1d6 ⇒ (1, 7) + 3 + (4, 1, 4) + (6) = 26 Lightning Elemental is banished
Having slain the lightning creature, the Red Raven decides that the Watchtower is not much to his liking and that perhaps he should shut it down.
Banish Short Sword aq to close Watchtower
Watchtower is closed
Watchtower close condition: draw a weapon from the box.
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon B acquired
After his labors, the Red Raven pauses to rest.
reset hand, end turn
Hand: Rapier, Half-Plate aq, Light Crossbow aq, Kama 1,
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Light Crossbow: you may discard this card to add 1d4 to any combat check at another location.
Location: Watchtower
Sideboard cards: Kama 2, Light Crossbow +1 aq, Lookout,
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Raheli's BotQ is discarded
* Watchtower is closed
| Korundo |
Blessing of Sarenrae in effect.
Pygmy Ankylosaur still shields Korundo from random bolts of electricity.
Some rats need to be cleared from the woods and there are no pipers in sight. Violence is always an answer.
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Snicker-Snack
combat 11 revealing Scythe +1: 1d10 + 2d4 + 1 ⇒ (2) + (2, 3) + 1 = 8
Korundo is quickly swarmed with biting rats.
constitution 8: 1d10 ⇒ 4
Crow discarded from top of deck. Diseased Rats are banished due to location power.
The rats quickly scatter into the woods.
"Filthy beasts."
Korundo takes time to catch his breath.
Hand: Frilled Lizard, Scythe +1 aq, Cloud Puff (plant), Cure, Fox,
Displayed: Pygmy Ankylosaur,
Deck: 10 Discard: 1 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Fox: Recharge to add 1d4 to any Intelligence or Wisdom check.
Location: Woods"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
| Raheli |
Another DesnaDay.
Start of Turn Electricity?: 1d4 ⇒ 1
Top Deck Snapping Turtle to Reduce Damage
Sensing Seoni beginning to power up, Raheli sends the Give Card Shy Ratani to Seoni.
Human Rogue
Powers
Recharge this card to add 1d8 to your Diplomacy or Stealth check or to your check to acquire.
Discard this card to explore your location. During this exploration, add 1d8 to your checks to acquire, and you may evade banes you encounter.
Raheli meditates for a moment a receives a Blessing of the Gods.
As we are light on Blessings at the moment, Raheli readies herself.
Hand: Sacred Candle, Silver Raven Figurine, Blessing of the Gods, Blessing of Milani, Embalming Fluid,
Displayed: Snapping Turtle,
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings Available. Milani (Dexterity/Wisdom non-combat)
If you want to offload a weapon, item, or armor, I'll Silver Raven it.
Sacred Candle Blessing 2 from the Blessings Deck!
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 |
Blessing 7: Abadar Raheli draws Blessing 2 of Abadar
Blessing 6: Desna o'clock
Electricity 4: 1d4 ⇒ 2
Discarding Sphere of Fire for 1 Electricity damage
Moving to Canyon
Seoni could feel the static building up as she returned to the canyon, along with an associate of Raheli's.
Exploring Canyon 1: Battered Chest
Traits: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Seoni cannot make a DEX/Disable 10 or STR/Melee 8 check. Battered Chest is banished
A crate of supplies had landed here, but they seemed too ruined bother with.
Discarding Haste to explore Canyon 2: Goblin Commando
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Revealing Spellbook
Arcane 10: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6
Haste remains discarded. Revealing Elven Chain Shirt to prevent 1 Combat damage. Discarding Bestiary of Garund to draw Sphere of Fire. Displaying Sphere of Fire
Combat 9: 1d12 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11
Goblin Commando is banished
Seoni put on a burst of speed as a goblin flung an arrow that bounced off her armor. "Fireballs burn goblins here just as well as anywhere," Seoni observed with satisfaction.
Discarding Blessing of Pharasma to explore Canyon 3: Diseased Rats
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Discarding Sphere of Fire
Combat 11: 1d12 + 3 + 2d6 ⇒ (2) + 3 + (4, 2) = 11
Diseased Rats are banished. Sphere of Fire is recharged
A swarm of rats had stowed away. They had been disturbed by Seoni's first fireball; they were incinerated by her second and third.
Discarding Shy Ratani to explore Canyon 4: Troubadour
Traits: Basic Halfling
To Acquire: Dexterity Acrobatics. 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Dexterity or Charisma check.
Discard this card to explore your location.
Revealing Spellbook to reveal Chronicler
Diplomacy 6: 1d4 + 1d8 + 1d6 ⇒ (2) + (3) + (1) = 6
Troubadour is acquired. Drawing Burning Snot
Raheli's rogue was looking for a companion that had missed the rendezvous. Her chronicler was able to plot the likely landing sites, and together they found a panicked halfling circus performer. Seoni smiled warmly. "Don't worry. No more rats to worry about." The halfling firebreather sighed in relief.
Discarding Troubadour to explore Canyon 5: Goblin Warrior
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Discarding Burning Snot
Combat 9: 1d12 + 3 + 1d6 ⇒ (5) + 3 + (2) = 10
Goblin Warrior is banished. Burning Snot is recharged
The troubadour warned that there was another goblin around a bend in the canyon. Seoni smiled. "You don't need to worry about him either." As soon as the goblin set foot near them, the sorcerer magically enhanced the halfling's fire-breathing act to incinerate the monster.
Ending turn. Resetting hand
Hand: Spellbook, Pyrotechnic Blast, Blessing of the Spellbound 1, Elven Chain Shirt, Chronicler, Locate Object, Blessing of the Spellbound 2,
Displayed:
Deck: 7 Discard: 6 Buried: 0
Notes: At Canyon
Ask before using: 2 Blessing of the Spellbounds (+1 die, recharge if Arcane or Divine)
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 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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 |
Buries Sacred Candle to draw Blessing of Abadar
Hand: Blessing of Abadar, Silver Raven Figurine, Blessing of the Gods, Blessing of Milani, Embalming Fluid,
Displayed: Snapping Turtle,
Deck: 11 Discard: 1 Buried: 1
Notes: Blessings Available. Milani (Dexterity/Wisdom non-combat) If you want to offload a weapon, item, or armor, I'll Silver Raven it.
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 |
Really strong turns by everyone. Excellent use of virtually every single character power and cohort power available, and a bunch of great boons already.
In particular, kudos to Abraham! I actually play with an Aric/Red Raven player on another table, and it took a couple of scenarios for them to consistently remember some of the powers (most notably, the examine-at-end-of-move step, or moving things to/from their kit) which have been used effectively immediately.
And to confirm what I said on the Hangouts; I will allow for Aric/The Red Raven to switch one of his items with the Mask of the Red Raven from his class deck as soon as he wants, since it is treated as having the Basic trait if you are its Owner. (Which is a rule that doesn't come up very often.)
==========================
During This Adventure:
During This Scenario:
Turn: 9, Aric/AbrahamZ
Monster 1
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 2
Monster B
Traits: Human Rogue Veteran
To Defeat: Combat 9
The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Monster 3
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 4
Monster 2
Traits: Elite Swarm Undead
To Defeat: Combat 12 OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster 5
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Barrier 1
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 2
Barrier B
Traits: Cache Lock Veteran
To Defeat: Dexterity Disable 9 OR Strength Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 3
Barrier B
Traits: Elite Lock
To Defeat: Dexterity Disable 8 OR Strength Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier 4
Barrier 2
Traits: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 5
Barrier B
Traits: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Weapon B
Traits: Mace Magic Melee Bludgenoning
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 2
Weapon B
Traits: Chain Finesse Melee Piercing
To Acquire: Strength Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 3
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
Weapon 2
Traits: 2-Handed Magic Melee Scythe Slashing
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Spell 1
Spell 1
Traits: Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell 2
Spell 2
Traits: Divine Magic
To Acquire: Wisdom Divine 8
Bury any number of blessings from your hand and your discard pile. Shuffle an equal number of random blessings from the blessings discard pile into the blessings deck. Banish this card.
Spell 3
Spell B
Traits: Arcane Attack Basic Force Magic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 4
Spell B
Traits: Arcane Attack Basic Magic Mental
To Acquire: Intelligence Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell 5
Spell B
Traits: Attack Basic Divine Magic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
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: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 3
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor B
Traits: Basic Light Armor
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 5
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Item 1
Item B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 2
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 3
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 4
Item B
Traits: Divine Magic Object
To Acquire: Wisdom Divine 10
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.
Item 5
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 2
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 3
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Elite Human
To Acquire: Strength Melee 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally 5
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
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 4
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 21
Blessings Deck
Blessings Deck Card 1 - Turn 1 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Seoni
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 4 - Turn 4 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 6 - Turn 6 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 7 Seoni
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Red_Raven
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 9 Korundo
Blessing 2
Traits: Abadar Divine
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 10 - Turn 10 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 Red_Raven
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Korundo
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 15 - Turn 15 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 16 - Turn 16 Red_Raven
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Korundo
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 18 - Turn 18 Raheli
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 19 - Turn 19 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 20 - Turn 20 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 21 - Turn 21 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Canyon
At This Location (Open): When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits: Basic Tool
To Acquire: Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits: Elite Outsider
To Defeat: Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis
Barrier B
Traits: Basic Cache
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits: Giant
To Defeat: Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Woods
At This Location (Open): Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits: Animal Aquatic Elite
To Defeat: Combat 9
If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Item B
Traits: Basic Object
To Acquire: Dexterity 4
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Item B
Traits: Arcane Divine Magic Object
To Acquire: Intelligence Arcane Wisdom Divine 5
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.
Weapon B
Traits: Elite Finesse Melee Slashing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Watchtower
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/AbrahamZ
Elemental Trenches
At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster 1
Traits: Aberration Basic
To Defeat: Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
| Red Raven Z. |
Many thanks - I definitely had some moments of confusion but I think I'm starting to get the idea of how Aric/RR will work, especially once they get their first power feat, and I can see it's going to be very entertaining.
It is the hour of the Gods.
Electricity?: 1d4 ⇒ 2 Discard Light Crossbow to dmg
The Red Raven heads to the Elemental Trenches, and uses his sneakiness to peek ahead and see what might lie in wait...
RR power - examine card 1 ... what's this!?! The Villain lurks here...
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Pausing for consultation in Hangouts
... and we're back!
The Red Raven spots the Stone Eater Enchanter, but the vile outsider has not spotted him. Our hero slinks back into the shadows, determined to bide his time until the moment is right.
reset hand, end turn
Hand: Rapier, Half-Plate aq, Mask of the Red Raven, Kama 1,
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Location: Elemental Trenches
Sideboard cards: Kama 2, Light Crossbow +1 aq, Lookout,
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* The Villain is card 1 at Elemental Trenches
* Be sure not to close the Canyon, as this will shuffle all locations and we'll have to find the villain again at the Trenches.
| Korundo |
Blessing of the Gods in effect. Switching to increased hand size this turn.
Korundo continues his slow trek through the woods. His Pygmy Ankylosaur shielding him from stray electrical shocks.
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Korundo stares at some strange writing for a few moments then shrugs and moves on.
Fox is clogging up my hand so discard to explore.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Faced with something far more intimidating then a few random shocks Korundo fights for his life.
Pausing here.
| Korundo |
Continued.
combat 17 revealing Scythe +1, discarding Raheli's BotG and Seoni's BotS: 3d10 + 2d4 + 3 ⇒ (9, 5, 1) + (1, 2) + 3 = 21
Korundo slays the angry elemental and tries to protect the woods from future incursions.
survival 6 discarding Raheli's Blessing of Milani.: 3d8 + 2 ⇒ (1, 7, 5) + 2 = 15
Korundo pauses to consider his next destination.
Hand: Frilled Lizard, Scythe +1 aq, Cloud Puff (plant), Cure, Amulet of Mighty Fists, Hatchet,
Displayed: Pygmy Ankylosaur,
Deck: 8 Discard: 2 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Location: Woods (closed)"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
Woods closed.
Seoni's Blessing of the Spellbound discarded.
Raheli's Blessing of the Gods and Blessing of Milani discarded.
| BR Yewstance |
During This Adventure:
During This Scenario:
Turn: 11, Raheli/NathanDavis
Monster 1
Monster B
Traits: Elite Siren
To Defeat: Wisdom 8
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Monster 2
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster 3
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 4
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 5
Monster B
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Barrier 1
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 2
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 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 3
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 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 B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 5
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Weapon B
Traits: Mace Magic Melee Bludgenoning
To Acquire: Strength Melee 11
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d4 with the Fire trait.
Weapon 2
Weapon 1
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 9
For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die + 1. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you are proficient with weapons, you may discard this card to add 1d4+1 to a combat check at another location.
Weapon 3
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 4
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Weapon 5
Weapon B
Traits: Basic Melee Slashing Sword
To Acquire: Strength Melee 6
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 1
Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Basic Divine Healing Magic
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 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 4
Spell 2
Traits: Arcane Attack Electricity Magic
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.
Spell 5
Spell B
Traits: Arcane Magic Mental
To Acquire: Intelligence Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Armor 1
Armor B
Traits: Elite Magic Offhand Shield
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.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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 3
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 1
Traits: Magic Offhand Shield
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.
Item 1
Item 2
Traits: Clothing Magic
To Acquire: Dexterity Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 2
Item B
Traits: Alchemical Basic Object
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 3
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
Item 4
Item 2
Traits: Accessory Magic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Item 5
Item B
Traits: Basic Tool
To Acquire: Dexterity Disable 4
Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally 2
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally 3
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 4
Ally 2
Traits: Human
To Acquire: Charisma Diplomacy 7 OR Wisdom Divine 8
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Ally 5
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Blessing 1
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
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 3
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 19
Blessings Deck
Blessings Deck Card 1 - Turn 1 Seoni
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 2 - Turn 2 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 3 - Turn 3 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 4 - Turn 4 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Seoni
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Red_Raven
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 7 Korundo
Blessing 2
Traits: Abadar Divine
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 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 9 - Turn 9 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 10 - Turn 10 Red_Raven
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 Korundo
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 12 - Turn 12 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 13 - Turn 13 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Red_Raven
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Korundo
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 16 - Turn 16 Raheli
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 17 - Turn 17 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 18 - Turn 18 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 19 - Turn 19 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Canyon
At This Location (Open): When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Weapon 1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits: Basic Tool
To Acquire: Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits: Elite Outsider
To Defeat: Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis
Barrier B
Traits: Basic Cache
To Defeat: Intelligence Knowledge Wisdom Survival 6
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits: Giant
To Defeat: Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Woods
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/Bigguyinblack
Watchtower
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Elemental Trenches
At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/AbrahamZ
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster 1
Traits: Aberration Basic
To Defeat: Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
| Raheli |
Hour of Shelyn
Start of Turn Electricity Damage?: 1d4 ⇒ 3
Top deck Snapping Turtle to Reduce Damage.
Raheli discovers some ancient etchings along the walls, making a sort of Treasure Map that may lead somewhere.
Recharge Silver Raven Figurine and Embalming Fluid
Knowledge 6: 1d8 + 2 + 2d4 ⇒ (6) + 2 + (2, 4) = 14
Her midnight hair curls and twirls puzzling out all of the ways this could lead and suddenly there is clearly only one place.
She follows the trail outlined in the map with great anticipation and discovers...a Wooden Shield. Acquired
Everyone treasures different things I guess.
Hand: Blessing of Abadar, Wooden Shield, Staff of Minor Healing, Delve, Master Cartman,
Displayed: Snapping Turtle,
Deck: 10 Discard: 3 Buried: 1
Notes:
Sideboard cards:
Recharge Staff of Minor Healing to Recharge Blessing of Milani
Hand: Blessing of Abadar, Wooden Shield, Delve, Master Cartman,
Displayed: Snapping Turtle,
Deck: 12 Discard: 3 Buried: 1
Notes: Blessing Available. And please use Delve if applicable, 1d8 to acquire Armor, Item, Weapon (better for me to use off turn)
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 |
Blessing 1: Irori o’clock
Electricity 4: 1d4 ⇒ 3
Discarding Pyrotechnic Blast
Moving to Great Stone Bridge 1
Exploring Great Stone Bridge 1: Merchant
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
CHA 7: 1d12 + 1 ⇒ (2) + 1 = 3
Merchant is banished
Another bit of lightning zapped out. Seoni ascended to the bridge above the canyon, hoping the lightning wouldn’t reach up here. A merchant didn’t want to chance it though, and stayed in cover.
Discarding Locate Object to examine and explore Great Stone Bridge 2: Short Sword +1
Traits: Finesse Magic Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Revealing Spellbook
Arcane 8: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (1) = 6
Locate Object is discarded. Seoni cannot make a STR/Melee 7 check. Short Sword +1 is banished. Great Stone Bridge is shuffled.
The sorcerer used magic to see whether the merchant even had anything decent to sell. There was a magic sword, but Seoni decided it wasn’t a good idea to wield a metallic weapon with all the lightning strikes.
Ending turn. Resetting hand
Hand: Spellbook, Frostbite, Blessing of the Spellbound 1, Elven Chain Shirt, Chronicler, Blessing of the Spellbound 3, Fire Snake,
Displayed:
Deck: 4 Discard: 9 Buried: 0
Notes: At Great Stone Bridge
Ask before using: 2 Blessings of the Spellbound (+1 die, recharge if Arcane or Divine)
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 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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 |
During This Adventure:
During This Scenario:
Turn: 13, Aric/AbrahamZ
Monster 1
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster 2
Monster 2
Traits: Aberration
To Defeat: Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 3
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster 4
Monster B
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 5
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 1
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 2
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 3
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 4
Barrier 2
Traits: Elite Obstacle
To Defeat: Dexterity Acrobatics 10
Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 5
Barrier B
Traits: Elite Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Weapon 1
Weapon B
Traits: Basic Bludgeoning Ranged Sling
To Acquire: Dexterity Ranged 5
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Weapon 2
Weapon 1
Traits: Finesse Knife Magic Piercing Ranged
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 3
Weapon B
Traits: Basic Bow Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon 4
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
Weapon 2
Traits: Finesse Knife Magic Melee Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spell 1
Spell 1
Traits: Arcane Attack Fire Magic
To Acquire: Intelligence Arcane 6
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell 2
Spell B
Traits: Divine Elite Magic
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 3
Spell B
Traits: Arcane Attack Basic Magic Mental
To Acquire: Intelligence Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Spell 4
Spell B
Traits: Acid Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Basic Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 2
During your turn discard this card to examine the top card of your location deck. If it is a blessing or has the Magic trait, you may immediately encounter it; otherwise, return it to the top of the deck.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Armor 1
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 5
Armor 1
Traits: Magic Offhand Shield
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.
Item 1
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at an Acrobatics check.
Item 2
Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 3
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 4
Item B
Traits: Alchemical Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item 5
Item B
Traits: Book Elite Magic
To Acquire: Intelligence Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
Ally 1
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 2
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally 3
Ally B
Traits: Basic Human
To Acquire: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 4
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 2
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 3
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 4
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 17
Blessings Deck
Blessings Deck Card 1 - Turn 1 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Seoni
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 Red_Raven
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing 2
Traits: Abadar Divine
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 6 - Turn 6 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 8 - Turn 8 Red_Raven
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 9 Korundo
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 Red_Raven
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 13 - Turn 13 Korundo
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 14 - Turn 14 Raheli
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 15 - Turn 15 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 16 - Turn 16 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Canyon
At This Location (Open): When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Barrier 2
Traits: Lock Veteran
To Defeat: Dexterity Disable 11 OR Combat 22
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Great Stone Bridge
At This Location (Open): You may discard 3 cards to succeed at your check to defeat a non-villain monster.
When Closing: Succeed at a Dexterity or Ranged 10 check.
When Permanently Closed: At the end of your turn, you may bury 2 cards to recharge up to 2 cards from your discard pile.
M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger
Monster B
Traits: Elite Outsider
To Defeat: Combat 10
Add 1 die to checks to defeat the Hell Hound with the Cold trait.
After the encounter, the Hell Hound deals 1 Fire damage to each character at this location.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Item B
Traits: Basic Tool
To Acquire: Strength 3
Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Ally 1
Traits: Bard Human
To Acquire: Charisma Diplomacy 5
Recharge this card to add 1d6 to your check to acquire an ally.
Banish this card to return an ally from your discard pile to your hand.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Windswept Chasm
At This Location (Open): All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Monster B
Traits: Giant
To Defeat: Combat 15
Damage dealt by the Hill Giant is dealt to each character at this location.
Barrier 1
Traits: Basic Human Obstacle
To Defeat: Wisdom 8
If defeated, you may immediately explore again.
If undefeated, reset your hand and end your turn.
Woods
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/Bigguyinblack
Watchtower
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Elemental Trenches
At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
1. Acid
2. Bludgeoning
3. Cold
4. Electricity
5. Fire
6. Poison
When Closing: You may close this location automatically.
When Permanently Closed: On closing, bury 1d4 cards.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/AbrahamZ
Villain 2
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Weapon 1
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster 1
Traits: Aberration Basic
To Defeat: Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Acrobatics 5
Reveal this card to add 1 die to your Acrobatics check.
Recharge this card to succeed at your Stealth check.
| Red Raven Z. |
It is the hour of the Gods.
Electrical?: 1d4 ⇒ 3 Discard Half-Plate to dmg
Elemental Trenches power: 1d6 ⇒ 1 No acid cards in hand
Swap Kama 1 to Kit and Lookout to Hand.
Move to Windswept Chasm and examine, then explore, card 1
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Autofail acquire check
Recharge Lookout to examine Chasm 2 The Red Raven spies another fierce elemental up ahead...
Henchman 2
Type: Monster
Traits: Elemental
To Defeat: Combat 17
The Lightning Elemental is immune to the Electricity, Mental, and Poison traits. All damage dealt by the Lightning Elemental is Electricity damage.
If undefeated, each character at your location takes 1d4 Electricity damage.
If defeated, you may immediately attempt to close the location this henchman came from.
... and decides to let sleeping lightning lie...
Reset hand, end turn
Hand: Rapier, Psychic Detective, Mask of the Red Raven, Appleslayer,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Location: Elemental Trenches
Sideboard cards: Kama 2, Light Crossbow +1 aq, Kama 1,
Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
| Korundo |
Blessing of the Gods in effect. Choosing increased hand size feat.
Korundo and his pygmy lightning shield travel to the Canyon to look around.
Weapon B
Traits: 2-Handed Basic Bludgeoning Melee Staff
To Acquire: Strength Melee 3
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Sometimes one hit is all you need. auto-acquire.
Discard Frilled Lizard to explore.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
melee 11 discarding Raheli's Blessing of Abadar: 3d10 + 2 ⇒ (7, 5, 2) + 2 = 16
Korundo smashes open a locker and finds some Magic Leather Armor inside. Random armor #1
He takes a brief moment to admire the view.
Discard Amulet of Mighty Fists, Hatchet and Quarterstaff. Recharge Magic Leather Armor. Refresh hand.
Hand: Enchanted Fang, Scythe +1 aq, Cloud Puff (plant), Cure, Call Animal, Blessing of the Green Faith 2,
Displayed: Pygmy Ankylosaur,
Deck: 6 Discard: 6 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Location: Canyon"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
Raheli's Blessing of Abadar discarded.
| Raheli |
Hour of Erastil
Electricity Damage?: 1d4 ⇒ 3
Top Deck Snapping Turtle to reduce damage.
Move to Great Stone Bridge
Raheli goes back to the bridge and is attacked by a Hell Hound
Discard Wooden Shield, Delve, Master Cartman to defeat automatically.
AYA, both Seoni and Raheli take 1 fire damage. Raheli has no cards to discard.
Raheli pushes the hound off of the bridge but it’s flames catch Seoni in the process.
Hand: Old Salt, Stone Skin, Blessing of the Quartermaster 1, Corrosion, Sapphire of Intelligence, Blue Star,
Displayed: Snapping Turtle,
Deck: 6 Discard: 7 Buried: 1
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 |
(Raheli’s turn)
Discarding Frostbite for 1 Fire damage
“Cute dog,” said Seoni ironically, as its flames spread across the bridge.
(Seoni’s turn)
Blessing 3: Calistria o’clock
Electricity 4: 1d4 ⇒ 3
Raheli displays Stoneskin. Stoneskin prevents 1 Electricity damage.
Moving to Elemental Trenches
The lightning grew even more intense. Raheli grounded the sorcerer by coating her in a layer of stone, as Seoni went to the trenches from where this energy was emerging.
Exploring Elemental Trenches 1: Stone Eater Enchanter
Type: Monster
Traits: Outsider Sorcerer Acid Veteran
To Defeat: Constitution Fortitude 7 THEN Combat 12 OR Arcane 10
The Stone Eater Enchanter cannot be evaded. The difficulty to defeat is increased by the scenario’s adventure deck number.
Before you act, you are dealt 1 Acid damage.
After you act, you are dealt 1d4-1 Acid damage.
“Well, well. An elemental sorcerer.” Seoni’s voice was so flat it wasn’t clear whether she was unsurprised, or pretending to be.
Pausing for tempclosings
Hand: Spellbook, Blessing of the Spellbound 1, Elven Chain Shirt, Chronicler, Blessing of the Spellbound 3, Fire Snake,
Displayed:
Deck: 4 Discard: 10 Buried: 0
Notes: At Great Stone Bridge
Ask before using: 2 Blessings of the Spellbound (+1 die, recharge if Arcane or Divine)
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 [X] +1 [] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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.
| Korundo |
Temp closing by trying to acquire bottom blessing.
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
divine 5 recharging Raheli's Blessing of the Quartermaster 1: 2d8 + 3 ⇒ (3, 7) + 3 = 13
Hand: Enchanted Fang, Scythe +1 aq, Cloud Puff (plant), Cure, Call Animal, Blessing of the Green Faith 2, Blessing of Calistria aq,
Displayed: Pygmy Ankylosaur,
Deck: 6 Discard: 6 Buried: 0
"Notes: Pygmy Ankylosaur Prevent 1 dmg. May place undefeated monster on top or second from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of Calistria: +1 die or +2 to dexterity non combat
Location: Canyon"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
| Raheli |
Temp Close Great Stone Bridge. Recharge Old Salt. Discard Korundo's Blessing of Calistria
Dexterity 10: 1d10 + 2 + 2 + 2d10 ⇒ (6) + 2 + 2 + (7, 5) = 22
Closed!
| Seoni WotR-EmpTyger |
Botting The Red Raven: The Red Raven discards his hand to tempclose the Windswept Chasm.
(Resuming turn)
Stoneskin prevents 1 Acid damage. Discarding Fire Snake to use Arcane, recharging Blessing of the Spellbound, revealing Spellbook
Arcane 7+2=9: 2d12 + 3 + 1d4 ⇒ (4, 6) + 3 + (2) = 15
Revealing Spellbook
Arcane 8: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12
Fire Snake is recharged.
Recharging Blessing of the Spellbound, revealing Spellbook. Korundo recharges Blessing of the Green Faith
Arcane 10+2=12: 3d12 + 3 + 1d4 ⇒ (4, 11, 9) + 3 + (2) = 29
Stone Eater Enchanter is banished.
The enchanter grasped Seoni’s outstretched hand in an acidic handshake, but the stoneskin shielded her from the caustic touch. Frowning, the elemental attempted to squeeze her hand tightly in a powerful grip, but Seoni’s blood was running like fire, and she withstood the attempt. “None of that,” rebuked the human, as she ended the handshake to pick up a quill. “I have too much I need to learn from you about this place... and about elemental sorcery.” She flipped open a spellbook to a blank page. “Now, shall we begin?”
We win!
| Korundo |
Skill feat +1 to Wisdom
Upgrades: Spell 1 and Weapon B
Starting location: Citadel, Cohort: Leryn, Favored card: Ally
Hand: Blessing of the Elements, Cure, Blessing of the Green Faith 1, Crow,
Displayed: Leryn,
Deck: 11 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Location: Citadel"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
| Raheli |
Raheli's at the Mill
Hand: Master Cartman, Blessing of Sivanah, Stone Skin, Shy Ratani, Silver Raven Figurine, Corrosion,
Displayed: Daji,
Deck: 11 Discard: 0 Buried: 0
Notes: Blessing, Corrosion, Stone Skin, Silver Raven available
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 ([X] 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 |
Congratulations all!
=====================
COMPLETED SCENARIO 8-00A: ROCK AND ROLL
SCENARIO REWARD:
TIER ADVANCEMENT:
DEVELOPMENT:
Not all of the elemental creatures fought of their own volition. Some were enslaved warriors, but you managed to free them and ask the lay of the land. Apparently Aucturn’s Tear is where the evil elemental lord of earth Ayrzul stores his greatest treasure, deep within a vault in the asteroid.
There are two likely ways to the interior. One is on the asteroid’s dark side, which is now a frozen field of icy caverns. The other is on the asteroid’s bright side, now a labyrinth of sizzling tunnels cooked by the sun. The choice is yours, Pathfinders. Which way do you go?
ACQUIRED CARDS:
Troubadour (Ally B)
Wooden Shield (Armor B)
Half-Plate (Armor B)
Magic Leather Armor (Armor B)
Blessing of Calistria (Blessing B)
Blessing of the Gods (Blessing B)
Blessing of Abadar (Blessing 2)
Acid Arrow (Spell B)
Sleep (Spell B)
Aid (Spell B)
Scorching Ray (Spell 1)
Haste (Spell 2)
Light Crossbow (Weapon B)
Quarterstaff (Weapon B)
Short Sword (Weapon B)
Light Crossbow +1 (Weapon 2)
Scythe +1 (Weapon 2)
| BR Yewstance |
By virtue of majority (2 votes for, 1 abstained, out of 4), the Cold path has been taken, so your next scenario is...
8-00B1: FROZEN CITY
If the darkness weren’t bad enough, this side of Aucturn’s Tear is frozen solid. Thankfully, gusts of warm air whistle up through cracks in the ice, raising the temperature from “deadly” to merely “extremely unpleasant.” It looks like this used to be a piece of the planet Iovo’s surface before it exploded—there are even a few stands of alien trees and shattered buildings preserved by the void of space. Perhaps strangest of all, you see creatures of ice and water fighting each other, not you. As a water elemental uses its liquid fists to scatter a gang of fish people, you take cover in one of the more intact buildings.
It appears you’ve found a shrine whose interior shimmers with magical energies. At the round building stands a cracked basin holding a frozen pool. As you explore your surroundings, a ghostly humanoid figure manifests above the water and begins to speak in a strange language. However, as her mouth opens, her face distorts grotesquely, and runes around the pool glow white-hot. Perhaps this was once an oracular spirit that’s now trying to convey an important message. The magic here is failing catastrophically, and as sparks fly, the spirit howls in pain and lashes out with tendrils of force. If you are to learn what she knows, you must calm her— ideally before whatever magic is malfunctioning here explodes!
| BR Yewstance |
Okay, that was a pain to set up this scenario in the database we have. But the blessings deck has been set up (after 15 minutes of effort) with the Oracles of Iovo in place.
Seoni and Aric have not listed their starting locations, but I'm posting the scenario start now because it will be a while before I have another chance. Please indicate ASAP where you would like to start - I have given you default starting locations in the meantime.
Good luck! Remember the Oracle of Iovo encounters!
=======================
During This Adventure:
During This Scenario:
Turn: 1, Aric/AbrahamZ
Monsters
Monster B
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster B
Traits:
Basic
Undead
Zombie
To Defeat:
Combat 9 The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Barriers
Barrier B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier B
Traits:
Elite
Skirmish
Undead
To Defeat:
None Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 2
Traits:
Elite
Obstacle
To Defeat:
Dexterity
Acrobatics 10 Each character at this location encounters this barrier.
If a character succeeds at a Wisdom or Perception 10 check, the difficulty of their check to defeat the barrier is decreased by 4. If a character defeats the barrier, it deals 1 Combat damage dealt to her; if a character fails to defeat the barrier, it deals 1d4+1 Combat dealt to her. Banish this card.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Weapons
Weapon B
Traits:
Basic
Bludgeoning
Mace
Melee To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Weapon 1
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6 and the Slashing trait. If any d6 rolled on this check is a 1, count it as 3, then discard this card. If you discard this card for its power and defeat a monster, you may examine the top card of your location deck; if it is a monster, you may encounter it.
Weapon 2
Traits:
2-Handed
Magic
Melee
Scythe
Slashing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to roll your Strength of Melee die + 2d4+1; you may additionally discard this card to add another 1d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this weapon is a 4, count it as a 5.
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Spells
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Basic
Magic To Acquire:
Intelligence
Arcane 4 Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 6 If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Arcane
Magic
Mental To Acquire:
Intelligence
Arcane 4 Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Spell 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Armors
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Light Armor To Acquire:
Constitution
Fortitude 2 Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Items
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits:
Basic
Tool To Acquire:
Strength
Melee 6 Reveal this card to add 1d8 to your noncombat Strength check.
Recharge this card to use Strength or Melee in place of the normal skill in a check to defeat a barrier with the Lock or Obstacle trait.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 1
Traits:
Arcane
Magic
Wand To Acquire:
Intelligence
Arcane 7 Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Allies
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Ally B
Traits:
Basic
Human
Sage To Acquire:
Wisdom 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Ally 1
Traits:
Human
Noble To Acquire:
Charisma
Diplomacy 4 Banish this card to reduce damage dealt to a character at your location by 3.
Banish this card to succeed at your check to acquire a weapon, an armor, an item or a spell.
Blessings
Blessing 2
Traits:
Abadar
Divine 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 B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Sarenrae To Acquire:
Constitution 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 34
Blessings Deck
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine 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 Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 2 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack, None
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9 If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
Ally 2
Traits:
Human
Sage To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #2: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 5 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ, None
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 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.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis, None
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Armor B
Traits:
Elite
Magic
Offhand
Shield 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.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 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.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
Location #5: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Location #6: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Overseer Tyranius |
Sorrina Westyr’s projection appears to every Pathfinder. Behind her is a map of the Asteroid, Aucturn’s Tear, lit up with different colors around the different regions.
“Good news, everyone! Our tactical reports coming from the region known as the Crater, tell us that the entire region has been claimed and is now safe for travel! Keep going, Pathfinders!”
Breaching through the defenses a large group of Pathfinders begins their descent into the Asteroid. As the defenses are broken the asteroid seems to groan in response as the gravity suddenly shifts.
GM's enact the earth event elemental manifestation.
The Crater has now been Claimed! The Vault Entrance is now discovered.
| Seoni WotR-EmpTyger |
Gain Skill Feat: CHA+2
Upgrading Spell B Burning Snot into Spell 2 Safe Harbor. Forfeiting 2nd upgrade.
Starting at Town Square
Seoni closed the spellbook with a smile. She had learned much from the earth sorcerer, and her power was growing. But it was only a step on the journey; a journey which next took her to a frozen sunless land. She lingered in the town square as long as she could, focusing her pyromancy into a spell that would keep a hearth fire burning even in such a inhospitable environment.
Hand: Menagerie Keeper, Blessing of the Spellbound 1, Elven Chain Shirt, Sphere of Fire, Surgeon, Locate Object, Blessing of Pharasma,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: At Town Square
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Blessing of the Spellbound (+1 die, recharge if Arcane or Divine)
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 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
Powers:
Favored Card: Spell
Hand Size 6 [X] 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.
| Aric Z. |
skill feat: +1 Dex for Red Raven, +1 Cha for Aric
card upgrade: Captain's Cutlass 1 replaces Kama 1
bonus card upgrade: Captain's Cutlass 2 replaces Kama 2
banished card replacement: replace Clockwork Automaton with Clockwork Automaton
Aric begins at the Collapsing Bridge.
Hand: Kukri, Captain's Cutlass 1, Gambeson, Psychic Detective, Thieves' Tools, Blessing of the Ancients 2,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Location:
Sideboard cards: Rapier, Stalking Armor, Masque,
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
"Hello there, friends. It seems I missed a lot of the action just now. Terribly sorry about that - sometimes my indigestion just gets the better of me. Speaking of which - oh dear - I'll be right back - it might be a minute or two..."
| Red Raven Z. |
It is the hour of Gorum.
Moments after Aric runs off to use the facilities, the Red Raven reappears. "My friend Aric says he may be a moment - apparently there are not a lot of toilets on this comet - and asked me if I could take his place while he's indisposed."
SoT: swap Gambeson into kit and Masque into hand
Move step: examine Bridge 1, then explore
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Discard Thieves' Tools to auto-defeat
Pit Trap power: explore Bridge 2
Monster B
Traits:
Elite
Goblin
Ranger
To Defeat:
Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
BYA, discard Masque to 1 dmg
Recharge Kukri
Combat 9: 1d10 + 4 + 3d4 ⇒ (4) + 4 + (2, 2, 1) = 13 Goblin Commando is banished
Discard Psychic Detective to examine, then explore, Bridge 3
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 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.
Recharge Captain's Cutlass
Recharge Kurundo's Blessing of the Green Faith
Acrobatics 9+2=11: 2d10 + 3 + 1d6 ⇒ (1, 9) + 3 + (3) = 16 Ambush is banished
Ambush Power: explore Bridge 4
Ally B
Traits:
Basic
Human
To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Con 4: 1d6 ⇒ 1 Guard is banished
Reset hand, end turn
Did I just lose all the boons?: 1d10 ⇒ 1 Whew, I did not
Hand: Blessing of the Spy, Compass, Lookout, Blessing of the Ancients 2,
Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: Location: Collapsing Bridge
Blessing of the Spy:
Blessing of the Ancients:
Sideboard cards: Rapier, Stalking Armor, Gambeson,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
At the start of Kurundo's turn, Recharge Compass to move to Cemetery and examine Card 1
Item 2
Traits:
Magic
Object
To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Hand: Blessing of the Spy, Lookout, Blessing of the Ancients 2,
Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Location: Cemetery
Blessing of the Ancients
Sideboard cards: Rapier, Stalking Armor, Gambeson,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Collapsing Bridge cards 1-4 are gone
* Kurondo's Blessing of the Green Faith is recharged
* Red Raven is now at Cemetery
* Card 1 of Cemetery is an Item 2 (Dex/Disable 8 to acquire)
| Korundo |
Blessing recharge noted. Blessing of Pharasma in effect. Choosing +1d4 to animal trait feat.
Leryn is a great scout with communication skills that put Lassie to shame. And she lets Korundo know that a Giant Hermit Crab is nearby.
Korundo is feeling hungry.
Monster 1
Traits:
Animal
Aquatic
Elite
To Defeat:
Combat 9 If the Giant Hermit Crab would be defeated, reroll the dice. The Giant Hermit Crab is defeated or undefeated based solely on the results of the second die roll.
combat 9 revealing Crow to use Survival +1d6: 1d8 + 1d6 + 1d4 + 3 ⇒ (7) + (2) + (4) + 3 = 16
combat 9 revealing Crow to use Survival +1d6: 1d8 + 1d6 + 1d4 + 3 ⇒ (3) + (1) + (2) + 3 = 9
Korundo begins to start a campfire.
Hand: Blessing of the Green Faith 2, Blessing of the Elements, Cure, Crow,
Displayed: Leryn,
Deck: 11 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Location: Citadel"
Sideboard cards:
As he does his friend the Frilled Lizard shows up.
Hand: Blessing of the Green Faith 2, Frilled Lizard, Blessing of the Elements, Cure, Crow,
Displayed: Leryn,
Deck: 10 Discard: 0 Buried: 0
"Notes: Leryn: Perception Wisdom +2, May examine top of location at start of my turn, put on top of deck to examine top 2 of location.Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.
Blessing of the Elements: Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Location: Citadel"
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d10 [ ] +1 [ ] +2 [ ] +3
Intelligence d4 [ ] +1
Wisdom d8 [X] +1 [ ] +2 [ ] +3
Divine: Wisdom +3
Survival: Wisdom +2
Charisma d4 [ ] +1 [ ] +2
Favored Card: Ally or Spell
Hand Size 4*
"Proficient with: Light Armors | [ ] Heavy Armors |Weapons "
Powers:
<Power 1> At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
<Power 2> For your combat check, you may reveal a card that has the Animal trait to youse your Survival skill + 1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.)
<Power 3> [ ] Add 1d4 to your check that invokes the Animal trait.
<Power 4>
<Power 5>
| BR Yewstance |
Note that end-of-turn effects are always before your hand reset. As a result, if choosing to search out an ally from the Citadel brings you higher than your max hand size, you will need to discard down to your hand size during the hand reset stage.
You may choose to skip on the searching instead, if you'd prefer.
==============================
During This Adventure:
During This Scenario:
Turn: 3, Raheli/NathanDavis
Monsters
Monster B
Traits:
Basic
Cultist
Human
To Defeat:
Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.
Monster 2
Traits:
Animal
Elite
Swarm
To Defeat:
Combat 11
OR Dexterity
Stealth 9 If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 1
Traits:
Elite
Outsider
To Defeat:
Combat 9 Before the encounter, each character at your location must succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Monster B
Traits:
Human
Veteran
Warrior
To Defeat:
Combat 10 The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster B
Traits:
Human
Rogue
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Sneak is increased by the adventure deck number of the current scenario, if any.
Before the encounter, succeed at a Wisdom or Perception 8 check or discard 1 card of your choice.
Barriers
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits:
Basic
Trap
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 1
Traits:
Cache
To Defeat:
None. Draw 3 items from the box. You may choose 1 and add it to your hand; banish any not chosen. If you added one to your hand, each character at this location is dealt 1d4+1 Fire damage.
After the encounter, banish the Pit of Malfeshnekor.
Weapons
Weapon B
Traits:
Bludgeoning
Hammer
Magic
Melee To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Traits:
Magic
Melee
Pick
Piercing To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon B
Traits:
Basic
Bludgeoning
Ranged
Sling To Acquire:
Dexterity
Ranged 5 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d6; you may instead discard this card to add another 1d4.
Weapon B
Traits:
2-Handed
Axe
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d12; you may additionally discard this card to add your unmodified Strength die. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spells
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
Basic
Divine
Healing
Magic 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 B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell B
Traits:
Basic
Divine
Magic To Acquire:
Wisdom
Divine 2 Discard this card to add 1 to a check.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 4 check to recharge this card instead of discarding it.
Armors
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Basic
Offhand
Shield To Acquire:
Constitution
Fortitude 4 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor B
Traits:
Elite
Heavy Armor To Acquire:
Constitution
Fortitude 4 Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Items
Item B
Traits:
Basic
Tool To Acquire:
Dexterity
Disable 4 Reveal this card to add 1 die to your Disable check.
Discard this card to defeat a barrier whose highest difficulty to defeat is 11 or lower.
Succeed at a Disable 8 check to recharge this card instead of discarding it.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item B
Traits:
Alchemical
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.
Item B
Traits:
Basic
Book To Acquire:
Intelligence
Knowledge 8 Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Allies
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 5 Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 2
Traits:
Hireling
Human To Acquire:
Charisma
Diplomacy 7 Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Remaining: 32
Blessings Deck
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of Erastil
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine 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 Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Citadel
At This Location: At the end of your turn, you may search your deck for an ally or cohort and add it to your hand.
When Closing: Succeed at a Combat check with a difficulty of 9 plus twice the scenario's adventure deck number.
When Permanently Closed: On closing, end your turn.
M: 1 Ba: 0 W: 1 Sp: 0 Ar: 3 I: 0 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack, None
Ally 2
Traits:
Human
Sage To Acquire:
Charisma
Diplomacy
Intelligence
Knowledge 7 Bury this card to examine the bottom 3 cards of a location deck and put them back in any order. If you succeed at an Intelligence or Knowledge 13 check, discard this card instead of burying it.
Discard this card to explore your location.
Weapon 2
Traits:
Finesse
Knife
Magic
Melee
Slashing To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
Monster 1
Traits:
Animal
To Defeat:
Combat 8 Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits:
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
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.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally B
Traits:
Elite
Human To Acquire:
Dexterity
Ranged 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Location #2: Collapsing Bridge
At This Location: At the end of your turn, roll 1d10; if you roll higher than the number of cards in this deck, search it for boons and then banish them all.
When Closing: You are dealt 4 Combat damage.
When Permanently Closed: Before closing, add the boons in this location to your hand.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 4 Bl: 0 ?: 1
Located/Displayed Here: None
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis, None
Ally B
Traits:
Basic
Human To Acquire:
Dexterity
Stealth 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Armor B
Traits:
Elite
Magic
Offhand
Shield 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.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 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.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
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.
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
Location #6: Cemetery
At This Location: All non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Draw a card and bury a card.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Aric/AbrahamZ, None
Item 2
Traits:
Magic
Object To Acquire:
Dexterity
Disable 8 Reveal this card to defeat a barrier with the Lock trait.
Barrier 1
Traits:
Basic
Goblin
Skirmish
To Defeat:
None Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Raheli |
Lasmashtu'sDay
Raheli's interest by the shiny chime, the Red Raven discovered. She follows suit to the Cemetery. And discovers the Chime of Unlocking
Recharge Shy Ratani
Acquire Disable 8: 1d10 + 4 + 1d8 ⇒ (8) + 4 + (7) = 19
Display Master Cartman and Chime of Unlocking
The Shy Ratani agrees that the value of this piece is great and gives it to the Master Cartman for safe keeping.
Discard Blessing of Sivanah to explore
Suddenly the unmistakable raucous sounds of a Goblin Raid fill the dead city. And a couple in the Cemetery seem to be less than alive.
All characters summon and encounter a Goblin Raider
Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Recharge Silver Raven Figurine and Stoneskin and Discard Corrosion (since it's Undead)
Combat 8: 1d10 + 2 + 1d8 + 1d4 + 1d10 ⇒ (10) + 2 + (2) + (4) + (5) = 23
Raheli melts the remaining goblin meat from it's bones while a silver raven pecks at it.
Hand: Delve, Blessing of Wadjet, Sacred Candle, Blessing of Milani, Embalming Fluid, Compass, Blue Star,
Displayed: Daji, Master Cartman, Chime of Unlocking,
Deck: 7 Discard: 2 Buried: 0
Notes:
Sideboard cards:
Recharge Compass to move to Citadel and Examine: Brodert Quink
Hand: Delve, Blessing of Wadjet, Sacred Candle, Blessing of Milani, Embalming Fluid, Blue Star,
Displayed: Daji, Master Cartman, Chime of Unlocking,
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings Available! Delve available for Items, Armor, Weapons.
Blue Star available at location.
Sacred Candle should any Blessing 2s discard
Sideboard cards:
Dexterity d10 [X]+1 [X] +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 [X] 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 ([X] 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.
Acquired Cemetery 1
Banished Cemetery 2
Everyone must Summon and fight a Goblin Raider
Moved to and Examined Citadel 1: Brodert Quink Ally 2 (Charisma/Diplomacy/Intelligence/Knowledge 7)