[PBP RetroCon] [PACG] Cosmic Captive by Yewstance [Tier 2] (Inactive)

Game Master Yewstance

Summonable Henchmen:
Ancient Skeleton
Spoiler:
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits. If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3. If defeated, you may immediately attempt to close this location.

Bandit

Spoiler:
Henchman B
Type: Monster
Traits:
Human
Bandit
To Defeat:
Combat 8

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

Goblin Raider

Spoiler:
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.

Zombie Minion

Spoiler:
Henchman 2
Type: Monster
Traits: Undead Zombie
To Defeat: Combat 9
The Zombie Minion is immune to the Mental and Poison traits. Damage dealt by the Zombie Minion is reduced by half (round up). If defeated, you may immediately attempt to close this location.

Skinsaw Cultist
Spoiler:
Henchman 2
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.

Turn Order:
1 - Aric/AbrahamZ
2 - Korundo/Bigguyinblack
3 - Raheli/NathanDavis
4 - Seoni/EmpTyger

Party Sheet


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This is the gameplay thread for the Pathfinder Adventure Card Game version of Assault on Absalom. Here are the players for this table:

  • Player Name - Character Name
  • Bigguyinblack - Ukuja
  • Nathan Davis - Raheli
  • Abraham Z. - Valeros
  • EmpTyger - Seoni (WotR)

    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!


  • 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.


    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


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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.


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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."


    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:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • At the start of your turn, roll 1d4; if the result is less than the number of characters, you are dealt 1 Electricity damage.

    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


  • Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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>


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Raheli moves into a position that almost feels like home at the Windswept Chasm.

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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/Red Raven deck handler | Looking for: not sure

    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?"

    Aric wrote:

    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,

    Skills and Powers:
    SKILLS

    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.

    The Red Raven: Skills and Powers

    Spoiler:
    SKILLS

    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.)


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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.

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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.


    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!


    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!


    And we're off! Good luck!

    =============

    During This Adventure:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • At the start of your turn, roll 1d4; if the result is less than [4], you are dealt 1 Electricity damage.

    Turn: 1, Aric/AbrahamZ

    Random Monsters:

    Monster 1
    Spoiler:
    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.

    Monster 2

    Spoiler:
    Warlord
    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

    Spoiler:
    Ogre
    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

    Spoiler:
    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.

    Monster 5

    Spoiler:
    Sneak
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Ambush
    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

    Spoiler:
    Large Chest
    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

    Spoiler:
    Skinsaw Ritual
    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

    Spoiler:
    Goblin Raid
    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

    Spoiler:
    Zombie Nest
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Light Crossbow
    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

    Spoiler:
    Dart
    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

    Spoiler:
    Heavy Pick +1
    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

    Spoiler:
    Returning Throwing Axe +1
    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

    Spoiler:
    Quarterstaff
    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.

    Random Spells:

    Spell 1
    Spoiler:
    Fiery Weapon
    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

    Spoiler:
    Holy Light
    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

    Spoiler:
    Sanctuary
    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

    Spoiler:
    Mirror Image
    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

    Spoiler:
    Consecration
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Shield of Fire Resistance
    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

    Spoiler:
    Half-Plate
    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

    Spoiler:
    Chain Mail
    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

    Spoiler:
    Wooden Shield
    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

    Spoiler:
    Wooden Shield
    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.

    Random Items:

    Item 1
    Spoiler:
    Codex
    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

    Spoiler:
    Potion of Gracefulness
    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

    Spoiler:
    Potion of Gracefulness
    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

    Spoiler:
    Potion of Hiding
    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

    Spoiler:
    Potion of Ruggedness
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Guide
    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

    Spoiler:
    Mayor Kendra Deverin
    Ally B
    Traits: Human Mayor
    To Acquire: Charisma Diplomacy 10
    Banish this card to examine your location deck and then shuffle it.

    Ally 3

    Spoiler:
    Guard
    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

    Spoiler:
    Soldier
    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

    Spoiler:
    Sage
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    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 2

    Spoiler:
    Blessing of Shelyn
    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

    Spoiler:
    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 4

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    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.

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Korundo

    Spoiler:
    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.

    Blessings Deck Card 2 - Turn 2 Raheli

    Spoiler:
    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.

    Blessings Deck Card 3 - Turn 3 Seoni

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Aric

    Spoiler:
    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.

    Blessings Deck Card 5 - Turn 5 Korundo

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Seoni

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Aric

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Korundo

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Raheli

    Spoiler:
    Blessing of Shelyn
    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

    Spoiler:
    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.

    Blessings Deck Card 12 - Turn 12 Aric

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Korundo

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Raheli

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Seoni

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Raheli

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Seoni

    Spoiler:
    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.

    Blessings Deck Card 20 - Turn 20 Aric

    Spoiler:
    Blessing of Torag
    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

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Blessings Deck Card 23 - Turn 23 Seoni

    Spoiler:
    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.

    Blessings Deck Card 24 - Turn 24 Aric

    Spoiler:
    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.

    Blessings Deck Card 25 - Turn 25 Korundo

    Spoiler:
    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.

    Blessings Deck Card 26 - Turn 26 Raheli

    Spoiler:
    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.

    Blessings Deck Card 27 - Turn 27 Seoni

    Spoiler:
    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.

    Blessings Deck Card 28 - Turn 28 Aric

    Spoiler:
    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.

    Blessings Deck Card 29 - Turn 29 Korundo

    Spoiler:
    Blessing of Calistria
    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

    Canyon Card 1:
    Battered Chest
    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.
    Canyon Card 2:
    Goblin Commando
    Monster B
    Traits: Elite Goblin Ranger
    To Defeat: Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Canyon Card 3:
    Diseased Rats
    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.
    Canyon Card 4:
    Troubadour
    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.
    Canyon Card 5:
    Goblin Warrior
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Canyon Card 6:
    Quarterstaff
    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.
    Canyon Card 7:
    Trapped Locker
    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.
    Canyon Card 8:
    Locked Stone Door
    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.
    Canyon Card 9:
    Magic Leather Armor
    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.
    Canyon Card 10:
    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.

    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

    Great Stone Bridge Card 1:
    Scythe +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.
    Great Stone Bridge Card 2:
    Ogre
    Monster B
    Traits: Giant Ogre
    To Defeat: Combat 14
    If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
    Great Stone Bridge Card 3:
    Merchant
    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.
    Great Stone Bridge Card 4:
    Short Sword +1
    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.
    Great Stone Bridge Card 5:
    Crowbar
    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.
    Great Stone Bridge Card 6:
    Goblin Warrior
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Great Stone Bridge Card 7:
    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.
    Great Stone Bridge Card 8:
    Hell Hound
    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.
    Great Stone Bridge Card 9:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Great Stone Bridge Card 10:
    Cyrdak Drokkus
    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

    Windswept Chasm Card 1:
    Locked Passage
    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.
    Windswept Chasm Card 2:
    Haste
    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.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    Treasure Map
    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.
    Windswept Chasm Card 5:
    Wooden Shield
    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.
    Windswept Chasm Card 6:
    Glaive
    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.
    Windswept Chasm Card 7:
    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.
    Windswept Chasm Card 8:
    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.
    Windswept Chasm Card 9:
    Hill Giant
    Monster B
    Traits: Giant
    To Defeat: Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Windswept Chasm Card 10:
    Shopkeeper's Daughter
    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

    Woods Card 1:
    Diseased Rats
    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.
    Woods Card 2:
    Mystic Inscription
    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.
    Woods Card 3:
    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.
    Woods Card 4:
    Giant Hermit Crab
    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.
    Woods Card 5:
    Caltrops
    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.
    Woods Card 6:
    Goblin Dog
    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.
    Woods Card 7:
    Bugbear
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Woods Card 8:
    Skinsaw Ritual
    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.
    Woods Card 9:
    Token of Remembrance
    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.
    Woods Card 10:
    Scimitar
    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

    Watchtower Card 1:
    Half-Plate
    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.
    Watchtower Card 2:
    Light Crossbow +1
    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.
    Watchtower Card 3:
    Mercenary
    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.
    Watchtower Card 4:
    Tickwood Boar
    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.
    Watchtower Card 5:
    Chain Mail
    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.
    Watchtower Card 6:
    Soldier
    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.
    Watchtower Card 7:
    Explosive Runes
    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.
    Watchtower Card 8:
    Standard Bearer
    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.
    Watchtower Card 9:
    Short Sword
    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.
    Watchtower Card 10:
    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.

    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

    Elemental Trenches Card 1:
    Stone Eater Enchanter
    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.
    Elemental Trenches Card 2:
    Arcane Armor
    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.
    Elemental Trenches Card 3:
    Dogslicer
    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.
    Elemental Trenches Card 4:
    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.
    Elemental Trenches Card 5:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Elemental Trenches Card 6:
    Goblin Raid
    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.
    Elemental Trenches Card 7:
    Zombie Horde
    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.
    Elemental Trenches Card 8:
    Goblin Snake
    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.
    Elemental Trenches Card 9:
    Skeleton
    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.
    Elemental Trenches Card 10:
    Boots of Elvenkind
    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/Red Raven deck handler | Looking for: not sure

    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.


    Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    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

    Scythe +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

    Half-Plate:

    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.

    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

    Light Crossbow +1:

    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.

    Warlord:

    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.

    Mercenary:

    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

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Great Stone Bridge Card 1: Scythe +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.

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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.

    Raheli wrote:

    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.

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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

    Locked Passage:
    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.

    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
    Haste:
    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.

    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

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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.


    Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    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

    Short Sword:

    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.

    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.

    Light Crossbow:

    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

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Woods Card 1: Diseased Rats:

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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>


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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.

    Shy Ratani:
    Traits
    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.

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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

    Battered Chest:
    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.

    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

    Goblin Commando:
    Monster B
    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

    Diseased Rats:
    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.

    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

    Troubadour:
    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.

    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

    Goblin Warrior:
    Monster B
    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

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Buries Sacred Candle to draw Blessing of Abadar

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    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:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • At the start of your turn, roll 1d4; if the result is less than [4], you are dealt 1 Electricity damage.

    Turn: 9, Aric/AbrahamZ

    Random Monsters:

    Monster 1
    Spoiler:
    Goblin Warrior
    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

    Spoiler:
    Sneak
    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

    Spoiler:
    Goblin Dog
    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

    Spoiler:
    Carrionstorm
    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

    Spoiler:
    Skeleton
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Collapsed Ceiling
    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

    Spoiler:
    Large Chest
    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

    Spoiler:
    Locked Passage
    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

    Spoiler:
    Zombie Nest
    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

    Spoiler:
    Battered Chest
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Flaming Mace +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

    Spoiler:
    Spiked Chain
    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

    Spoiler:
    Heavy Pick +1
    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

    Spoiler:
    Heavy Pick +1
    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

    Spoiler:
    Scythe +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.

    Random Spells:

    Spell 1
    Spoiler:
    Scorching Ray
    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

    Spoiler:
    Consecration
    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

    Spoiler:
    Force Missile
    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

    Spoiler:
    Sleep
    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

    Spoiler:
    Inflict
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Hide Armor of Fire Resistance
    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

    Spoiler:
    Wooden Shield
    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

    Spoiler:
    Elven Breastplate
    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

    Spoiler:
    Leather Armor
    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

    Spoiler:
    Elven Chain Shirt
    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.

    Random Items:

    Item 1
    Spoiler:
    Spyglass
    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

    Spoiler:
    Potion of Ruggedness
    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

    Spoiler:
    Bracers of Protection
    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

    Spoiler:
    Holy Candle
    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

    Spoiler:
    Potion of Hiding
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Burglar
    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

    Spoiler:
    Burglar
    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

    Spoiler:
    Crow
    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

    Spoiler:
    Soldier
    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

    Spoiler:
    Standard Bearer
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    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 2

    Spoiler:
    Blessing of Shelyn
    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

    Spoiler:
    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 4

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    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.

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Korundo

    Spoiler:
    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.

    Blessings Deck Card 2 - Turn 2 Raheli

    Spoiler:
    Blessing of Shelyn
    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

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 5 - Turn 5 Korundo

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Raheli

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Seoni

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Raheli

    Spoiler:
    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.

    Blessings Deck Card 11 - Turn 11 Seoni

    Spoiler:
    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.

    Blessings Deck Card 12 - Turn 12 Red_Raven

    Spoiler:
    Blessing of Torag
    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

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Seoni

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 17 - Turn 17 Korundo

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Raheli

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Seoni

    Spoiler:
    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.

    Blessings Deck Card 20 - Turn 20 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 21 - Turn 21 Korundo

    Spoiler:
    Blessing of Calistria
    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

    Canyon Card 1:
    Quarterstaff
    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.
    Canyon Card 2:
    Trapped Locker
    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.
    Canyon Card 3:
    Locked Stone Door
    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.
    Canyon Card 4:
    Magic Leather Armor
    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.
    Canyon Card 5:
    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.

    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

    Great Stone Bridge Card 1:
    Merchant
    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.
    Great Stone Bridge Card 2:
    Short Sword +1
    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.
    Great Stone Bridge Card 3:
    Crowbar
    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.
    Great Stone Bridge Card 4:
    Goblin Warrior
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Great Stone Bridge Card 5:
    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.
    Great Stone Bridge Card 6:
    Hell Hound
    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.
    Great Stone Bridge Card 7:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Great Stone Bridge Card 8:
    Cyrdak Drokkus
    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

    Windswept Chasm Card 1:
    Treasure Map
    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.
    Windswept Chasm Card 2:
    Wooden Shield
    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.
    Windswept Chasm Card 3:
    Glaive
    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.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    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.
    Windswept Chasm Card 6:
    Hill Giant
    Monster B
    Traits: Giant
    To Defeat: Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Windswept Chasm Card 7:
    Shopkeeper's Daughter
    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

    Woods Card 1:
    Mystic Inscription
    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.
    Woods Card 2:
    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.
    Woods Card 3:
    Giant Hermit Crab
    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.
    Woods Card 4:
    Caltrops
    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.
    Woods Card 5:
    Goblin Dog
    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.
    Woods Card 6:
    Bugbear
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Woods Card 7:
    Skinsaw Ritual
    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.
    Woods Card 8:
    Token of Remembrance
    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.
    Woods Card 9:
    Scimitar
    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

    Elemental Trenches Card 1:
    Stone Eater Enchanter
    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.
    Elemental Trenches Card 2:
    Arcane Armor
    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.
    Elemental Trenches Card 3:
    Dogslicer
    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.
    Elemental Trenches Card 4:
    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.
    Elemental Trenches Card 5:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Elemental Trenches Card 6:
    Goblin Raid
    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.
    Elemental Trenches Card 7:
    Zombie Horde
    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.
    Elemental Trenches Card 8:
    Goblin Snake
    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.
    Elemental Trenches Card 9:
    Skeleton
    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.
    Elemental Trenches Card 10:
    Boots of Elvenkind
    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.


  • Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    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...

    Stone Eater Enchanter:

    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

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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.


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Woods Card 1: Mystic Inscription:

    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.

    Woods Card 2: 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.

    Faced with something far more intimidating then a few random shocks Korundo fights for his life.

    Pausing here.


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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.


    During This Adventure:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • At the start of your turn, roll 1d4; if the result is less than [4], you are dealt 1 Electricity damage.

    Turn: 11, Raheli/NathanDavis

    Random Monsters:

    Monster 1
    Spoiler:
    Siren
    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

    Spoiler:
    Goblin Warrior
    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

    Spoiler:
    Ghoul
    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

    Spoiler:
    Bunyip
    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

    Spoiler:
    Ghoul
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Skinsaw Ritual
    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

    Spoiler:
    Ambush
    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

    Spoiler:
    Ambush
    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

    Spoiler:
    Trapped Passageway
    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

    Spoiler:
    Trapped Passageway
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Flaming Mace +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

    Spoiler:
    Longbow +1
    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

    Spoiler:
    Heavy Pick +1
    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

    Spoiler:
    Dogslicer +1
    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

    Spoiler:
    Longsword
    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.

    Random Spells:

    Spell 1
    Spoiler:
    Detect Evil
    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

    Spoiler:
    Cure
    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

    Spoiler:
    Toxic Cloud
    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

    Spoiler:
    Lightning Bolt
    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

    Spoiler:
    Charm Person
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Magic Shield
    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

    Spoiler:
    Hide Armor of Fire Resistance
    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

    Spoiler:
    Chain Mail
    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

    Spoiler:
    Magic Leather Armor
    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

    Spoiler:
    Shield of Fire Resistance
    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.

    Random Items:

    Item 1
    Spoiler:
    Cloak of Elvenkind
    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

    Spoiler:
    Blast Stone
    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

    Spoiler:
    Potion of Hiding
    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

    Spoiler:
    Ring of Protection
    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

    Spoiler:
    Thieves' Tools
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Guide
    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

    Spoiler:
    Shalelu Andosana
    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

    Spoiler:
    Archer
    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

    Spoiler:
    Maester Grump
    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

    Spoiler:
    Acolyte
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    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 2

    Spoiler:
    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 3

    Spoiler:
    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 4

    Spoiler:
    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 5

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    Blessing of Shelyn:
    Blessing of Shelyn
    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 Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Seoni

    Spoiler:
    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.

    Blessings Deck Card 2 - Turn 2 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 3 - Turn 3 Korundo

    Spoiler:
    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.

    Blessings Deck Card 4 - Turn 4 Raheli

    Spoiler:
    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.

    Blessings Deck Card 5 - Turn 5 Seoni

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Raheli

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Seoni

    Spoiler:
    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.

    Blessings Deck Card 10 - Turn 10 Red_Raven

    Spoiler:
    Blessing of Torag
    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

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Seoni

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Korundo

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Raheli

    Spoiler:
    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.

    Blessings Deck Card 17 - Turn 17 Seoni

    Spoiler:
    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.

    Blessings Deck Card 18 - Turn 18 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 19 - Turn 19 Korundo

    Spoiler:
    Blessing of Calistria
    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

    Canyon Card 1:
    Quarterstaff
    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.
    Canyon Card 2:
    Trapped Locker
    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.
    Canyon Card 3:
    Locked Stone Door
    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.
    Canyon Card 4:
    Magic Leather Armor
    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.
    Canyon Card 5:
    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.

    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

    Great Stone Bridge Card 1:
    Merchant
    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.
    Great Stone Bridge Card 2:
    Short Sword +1
    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.
    Great Stone Bridge Card 3:
    Crowbar
    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.
    Great Stone Bridge Card 4:
    Goblin Warrior
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Great Stone Bridge Card 5:
    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.
    Great Stone Bridge Card 6:
    Hell Hound
    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.
    Great Stone Bridge Card 7:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Great Stone Bridge Card 8:
    Cyrdak Drokkus
    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

    Windswept Chasm Card 1:
    Treasure Map
    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.
    Windswept Chasm Card 2:
    Wooden Shield
    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.
    Windswept Chasm Card 3:
    Glaive
    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.
    Windswept Chasm Card 4:
    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.
    Windswept Chasm Card 5:
    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.
    Windswept Chasm Card 6:
    Hill Giant
    Monster B
    Traits: Giant
    To Defeat: Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Windswept Chasm Card 7:
    Shopkeeper's Daughter
    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

    Elemental Trenches Card 1 (Stone Eater Enchanter):
    Stone Eater Enchanter
    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.
    Elemental Trenches Card 2:
    Arcane Armor
    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.
    Elemental Trenches Card 3:
    Dogslicer
    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.
    Elemental Trenches Card 4:
    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.
    Elemental Trenches Card 5:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Elemental Trenches Card 6:
    Goblin Raid
    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.
    Elemental Trenches Card 7:
    Zombie Horde
    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.
    Elemental Trenches Card 8:
    Goblin Snake
    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.
    Elemental Trenches Card 9:
    Skeleton
    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.
    Elemental Trenches Card 10:
    Boots of Elvenkind
    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.


  • Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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.

    Raheli wrote:

    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

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 1: Irori o’clock
    Electricity 4: 1d4 ⇒ 3
    Discarding Pyrotechnic Blast
    Moving to Great Stone Bridge 1
    Exploring Great Stone Bridge 1: Merchant

    Merchant:
    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.

    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

    Short Sword +1:
    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.

    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

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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.


    During This Adventure:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • At the start of your turn, roll 1d4; if the result is less than [4], you are dealt 1 Electricity damage.

    Turn: 13, Aric/AbrahamZ

    Random Monsters:

    Monster 1
    Spoiler:
    Skeleton
    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

    Spoiler:
    Faceless Stalker
    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

    Spoiler:
    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.

    Monster 4

    Spoiler:
    Mercenary
    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

    Spoiler:
    Bugbear
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 10
    If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Random Barriers:

    Barrier 1
    Spoiler:
    Skinsaw Ritual
    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

    Spoiler:
    Skeleton Horde
    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

    Spoiler:
    Mystic Inscription
    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

    Spoiler:
    Falling Bell
    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

    Spoiler:
    Skeleton Horde
    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.

    Random Weapons:

    Weapon 1
    Spoiler:
    Sling
    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

    Spoiler:
    Dagger +1
    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

    Spoiler:
    Light Crossbow
    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

    Spoiler:
    Heavy Pick +1
    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

    Spoiler:
    War Razor +1
    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.

    Random Spells:

    Spell 1
    Spoiler:
    Scorching Ray
    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

    Spoiler:
    Aid
    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

    Spoiler:
    Sleep
    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

    Spoiler:
    Acid Arrow
    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

    Spoiler:
    Detect Magic
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Magic Leather Armor
    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

    Spoiler:
    Magic Chain Mail
    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

    Spoiler:
    Elven Chain Shirt
    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

    Spoiler:
    Magic Half-Plate
    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

    Spoiler:
    Shield of Fire Resistance
    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.

    Random Items:

    Item 1
    Spoiler:
    Potion of Gracefulness
    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

    Spoiler:
    Staff of Minor Healing
    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

    Spoiler:
    Codex
    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

    Spoiler:
    Potion of Energy Resistance
    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

    Spoiler:
    Tome of Knowledge
    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.

    Random Allies:

    Ally 1
    Spoiler:
    Guard
    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

    Spoiler:
    Shalelu Andosana
    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

    Spoiler:
    Burglar
    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

    Spoiler:
    Merchant
    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

    Spoiler:
    Merchant
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Shelyn
    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

    Spoiler:
    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 3

    Spoiler:
    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 4

    Spoiler:
    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 5

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    Blessing of the Gods:
    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.

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Korundo

    Spoiler:
    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.

    Blessings Deck Card 2 - Turn 2 Raheli

    Spoiler:
    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.

    Blessings Deck Card 3 - Turn 3 Seoni

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    Blessing of Calistria
    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

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Raheli

    Spoiler:
    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.

    Blessings Deck Card 7 - Turn 7 Seoni

    Spoiler:
    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.

    Blessings Deck Card 8 - Turn 8 Red_Raven

    Spoiler:
    Blessing of Torag
    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

    Spoiler:
    Blessing of Sarenrae
    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

    Spoiler:
    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.

    Blessings Deck Card 11 - Turn 11 Seoni

    Spoiler:
    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.

    Blessings Deck Card 12 - Turn 12 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 13 - Turn 13 Korundo

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Raheli

    Spoiler:
    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.

    Blessings Deck Card 15 - Turn 15 Seoni

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 17 - Turn 17 Korundo

    Spoiler:
    Blessing of Calistria
    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

    Canyon Card 1:
    Quarterstaff
    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.
    Canyon Card 2:
    Trapped Locker
    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.
    Canyon Card 3:
    Locked Stone Door
    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.
    Canyon Card 4:
    Magic Leather Armor
    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.
    Canyon Card 5:
    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.

    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

    Great Stone Bridge Card 1:
    Hell Hound
    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.
    Great Stone Bridge Card 2:
    Goblin Warrior
    Monster B
    Traits: Elite Goblin Warrior
    To Defeat: Combat 9
    If undefeated, bury 1 item or weapon of your choice from your discard pile.
    Great Stone Bridge Card 3:
    Crowbar
    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.
    Great Stone Bridge Card 4:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Great Stone Bridge Card 5:
    Cyrdak Drokkus
    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.
    Great Stone Bridge Card 6:
    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.

    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

    Windswept Chasm Card 1:
    Glaive
    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.
    Windswept Chasm Card 2:
    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.
    Windswept Chasm Card 3:
    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.
    Windswept Chasm Card 4:
    Hill Giant
    Monster B
    Traits: Giant
    To Defeat: Combat 15
    Damage dealt by the Hill Giant is dealt to each character at this location.
    Windswept Chasm Card 5:
    Shopkeeper's Daughter
    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

    Elemental Trenches Card 1 (Stone Eater Enchanter):
    Stone Eater Enchanter
    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.
    Elemental Trenches Card 2:
    Arcane Armor
    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.
    Elemental Trenches Card 3:
    Dogslicer
    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.
    Elemental Trenches Card 4:
    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.
    Elemental Trenches Card 5:
    Slashing Blade
    Barrier 1
    Traits: Elite Trap
    To Defeat: Dexterity Disable 9
    If undefeated, every character at this location is dealt 1d4 Combat damage.
    Elemental Trenches Card 6:
    Goblin Raid
    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.
    Elemental Trenches Card 7:
    Zombie Horde
    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.
    Elemental Trenches Card 8:
    Goblin Snake
    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.
    Elemental Trenches Card 9:
    Skeleton
    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.
    Elemental Trenches Card 10:
    Boots of Elvenkind
    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.


  • Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    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

    Glaive:

    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...

    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.

    ... and decides to let sleeping lightning lie...

    Reset hand, end turn

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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.


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    Blessing of the Gods in effect. Choosing increased hand size feat.

    Korundo and his pygmy lightning shield travel to the Canyon to look around.

    Canyon Card 1: Quarterstaff:

    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.

    Canyon Card 2: Trapped Locker:

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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.


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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.

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (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

    Stone Eater Enchanter:
    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.

    “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

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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.


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    Temp closing by trying to acquire bottom blessing.

    Spoiler: Blessing of Calistria:

    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

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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>


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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!


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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!


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    Skill feat +1 to Wisdom
    Upgrades: Spell 1 and Weapon B
    Starting location: Citadel, Cohort: Leryn, Favored card: Ally

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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>


    Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    Raheli's at the Mill

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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.


    Congratulations all!

    =====================

    COMPLETED SCENARIO 8-00A: ROCK AND ROLL

    SCENARIO REWARD:

  • Report one Earth success to the Overseer GM. (Note: ACG Successes are counted as two successes for this special)

  • Each character chooses weapon or spell and adds a card of that type from the game box to the cards acquired during this scenario. (4 additional spells have already been drawn and added as acquired cards)

  • Adventure Card Guild characters may choose a bonus deck upgrade.

    TIER ADVANCEMENT:

  • Seoni, Korundo and Aric earn a skill feat.
  • Raheli earns a power feat.

    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)


  • 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!


    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:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • When setting up the scenario, divide the blessings deck into 5 stacks of 6 cards each. Shuffle the henchman Oracle of Iovo into each stack, then put the stacks on top of each other to create the blessings deck. When Oracle of Iovo is discarded from the blessings deck, summon and encounter it.

  • When you defeat the henchman Oracular Pool, display it next to the scenario. Add 2 to your check to defeat Oracle of Iovo for each Oracular Pool displayed.

  • To win the scenario, close all locations.

    Turn: 1, Aric/AbrahamZ

    Random Cards:

    Monsters
    Spoiler:
    Enchanter
    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.

    Spoiler:
    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.

    Spoiler:
    Goblin Warrior
    Monster B
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.

    Spoiler:
    Skeleton
    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.

    Spoiler:
    Yeth Hound
    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
    Spoiler:
    Treasure Map
    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.

    Spoiler:
    Goblin Raid
    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.

    Spoiler:
    Skeleton Horde
    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.

    Spoiler:
    Falling Bell
    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.

    Spoiler:
    Pit of Malfeshnekor
    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
    Spoiler:
    Mace
    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.

    Spoiler:
    Dogslicer
    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.

    Spoiler:
    Scythe +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.

    Spoiler:
    Quarterstaff
    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.

    Spoiler:
    Quarterstaff
    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
    Spoiler:
    Detect Evil
    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.

    Spoiler:
    Arcane Armor
    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.

    Spoiler:
    Mirror Image
    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.

    Spoiler:
    Charm Person
    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.

    Spoiler:
    Scorching Ray
    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
    Spoiler:
    Magic Chain Mail
    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.

    Spoiler:
    Wooden Shield
    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.

    Spoiler:
    Chain Mail
    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.

    Spoiler:
    Magic Half-Plate
    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.

    Spoiler:
    Leather Armor
    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
    Spoiler:
    Potion of Energy Resistance
    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.

    Spoiler:
    Crowbar
    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.

    Spoiler:
    Mattock
    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.

    Spoiler:
    Cloak of Elvenkind
    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.

    Spoiler:
    Wand of Shield
    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
    Spoiler:
    Guard
    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.

    Spoiler:
    Standard Bearer
    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.

    Spoiler:
    Acolyte
    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.

    Spoiler:
    Sage
    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.

    Spoiler:
    Aldern Foxglove
    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
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    Blessing of Shelyn
    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.

    Spoiler:
    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.

    Spoiler:
    Blessing of Sarenrae
    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 of Gorum:
    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.

    Blessings Remaining: 34

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    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.
    Spoiler:
    Blessings Deck Card 3 /
    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.
    Spoiler:
    Blessings Deck Card 4 /
    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.
    Spoiler:
    Blessings Deck Card 5 /
    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.
    Spoiler:
    Blessings Deck Card 6 /
    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.
    Spoiler:
    Blessings Deck Card 7 /
    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.
    Spoiler:
    Blessings Deck Card 8 /
    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.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    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.
    Spoiler:
    Blessings Deck Card 12 /
    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.
    Spoiler:
    Blessings Deck Card 13 /
    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.
    Spoiler:
    Blessings Deck Card 14 /
    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.
    Spoiler:
    Blessings Deck Card 15 /
    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.
    Spoiler:
    Blessings Deck Card 16 /
    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.
    Spoiler:
    Blessings Deck Card 17 /
    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.
    Spoiler:
    Blessings Deck Card 18 /
    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.
    Spoiler:
    Blessings Deck Card 19 /
    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.
    Spoiler:
    Blessings Deck Card 20 /
    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.
    Spoiler:
    Blessings Deck Card 21 /
    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.
    Spoiler:
    Blessings Deck Card 22 /
    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.
    Spoiler:
    Blessings Deck Card 23 /
    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.
    Spoiler:
    Blessings Deck Card 24 /
    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.
    Spoiler:
    Blessings Deck Card 25 /
    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.
    Spoiler:
    Blessings Deck Card 26 /
    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.
    Spoiler:
    Blessings Deck Card 27 /
    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.
    Spoiler:
    Blessings Deck Card 28 /
    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.
    Spoiler:
    Blessings Deck Card 29 /
    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.
    Spoiler:
    Blessings Deck Card 30 /
    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.
    Spoiler:
    Blessings Deck Card 31 /
    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.
    Spoiler:
    Blessings Deck Card 32 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 33 /
    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.
    Spoiler:
    Blessings Deck Card 34 /
    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

    Citadel Card 1:
    Giant Hermit Crab
    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.

    Citadel Card 2:
    Brodert Quink
    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.

    Citadel Card 3:
    Sickle +1
    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.

    Citadel Card 4:
    Tickwood Boar
    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.

    Citadel Card 5:
    Oracular Pool
    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.

    Citadel Card 6:
    Deathbane Shield
    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.

    Citadel Card 7:
    Elven Breastplate
    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.

    Citadel Card 8:
    Hide Armor of Fire Resistance
    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.

    Citadel Card 9:
    Toad
    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.

    Citadel Card 10:
    Archer
    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

    Collapsing Bridge Card 1:
    Pit Trap
    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.

    Collapsing Bridge Card 2:
    Goblin Commando
    Monster B
    Traits:
    Elite
    Goblin
    Ranger
    To Defeat:
    Combat 9 Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

    Collapsing Bridge Card 3:
    Ambush
    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.

    Collapsing Bridge Card 4:
    Guard
    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.

    Collapsing Bridge Card 5:
    Oracular Pool
    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.

    Collapsing Bridge Card 6:
    Spectre
    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.

    Collapsing Bridge Card 7:
    Soldier
    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.

    Collapsing Bridge Card 8:
    Guide
    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.

    Collapsing Bridge Card 9:
    Shalelu Andosana
    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.

    Collapsing Bridge Card 10:
    Acolyte
    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

    Mill Card 1:
    Burglar
    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.

    Mill Card 2:
    Dogslicer +1
    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.

    Mill Card 3:
    Magic Shield
    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.

    Mill Card 4:
    Warlord
    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.

    Mill Card 5:
    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.

    Mill Card 6:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11 Before the encounter, discard a random ally from your hand.

    Mill Card 7:
    Skinsaw Ritual
    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.

    Mill Card 8:
    Ambush
    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.

    Mill Card 9:
    Potion of Fortitude
    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.

    Mill Card 10:
    Oracular Pool
    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

    Town Square Card 1:
    Sheriff Hemlock
    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.

    Town Square Card 2:
    Short Sword
    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.

    Town Square Card 3:
    Haste
    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.

    Town Square Card 4:
    Scout
    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.

    Town Square Card 5:
    Wand of Force Missile
    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.

    Town Square Card 6:
    Toad
    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.

    Town Square Card 7:
    Scout
    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.

    Town Square Card 8:
    Oracular Pool
    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.

    Town Square Card 9:
    Trapped Locker
    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.

    Town Square Card 10:
    Augury
    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

    Cell Card 1:
    Large Chest
    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.

    Cell Card 2:
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8 If undefeated, shuffle the Gecko into a random open location.

    Cell Card 3:
    Elven Breastplate
    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.

    Cell Card 4:
    Acolyte
    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.

    Cell Card 5:
    Glaive
    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.

    Cell Card 6:
    Holy Water
    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.

    Cell Card 7:
    Bunyip
    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.

    Cell Card 8:
    Oracular Pool
    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.

    Cell Card 9:
    Father Zantus
    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.

    Cell Card 10:
    Ameiko Kaijitsu
    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

    Cemetery Card 1:
    Chime of Unlocking
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Dexterity
    Disable 8 Reveal this card to defeat a barrier with the Lock trait.

    Cemetery Card 2:
    Goblin Raid
    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.

    Cemetery Card 3:
    Dagger +1
    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.

    Cemetery Card 4:
    Skeleton
    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.

    Cemetery Card 5:
    Short Sword +1
    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.

    Cemetery Card 6:
    Arrow Catching Studded Leather
    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.

    Cemetery Card 7:
    Faceless Stalker
    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.

    Cemetery Card 8:
    Ogre
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Cemetery Card 9:
    Oracular Pool
    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.

    Cemetery Card 10:
    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.


  • 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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    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.

    Seoni wrote:

    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

    Skills and Powers:

    Skills:
    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/Red Raven deck handler | Looking for: not sure

    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.

    Aric wrote:

    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,

    Skills and Powers:
    SKILLS

    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.

    The Red Raven: Skills and Powers

    Spoiler:
    SKILLS

    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..."


    Vigilante 4.0 | Looking for: not sure Aric/Red Raven deck handler |

    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

    Pit Trap:

    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

    Goblin Commando:

    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

    Ambush:

    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

    Guard:

    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

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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

    Chime of Unlocking:

    Item 2
    Traits:
    Magic
    Object
    To Acquire:
    Dexterity
    Disable 8 Reveal this card to defeat a barrier with the Lock trait.

    The Red Raven wrote:

    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,

    Skills and Powers:
    SKILLS

    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.)

    Aric: Skills and Powers

    Spoiler:
    SKILLS

    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)


    Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

    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.

    Citadel Card 1: Giant Hermit Crab:

    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.

    Korundo wrote:

    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.

    Korundo wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d10 [ ]+1 [ ]+2 [ ] +3 [ ] +4
    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>


    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:

    Cosmic Captive-Specific Rules:
  • At the start of this adventure, choose whether you wish to count the adventure for purposes of tier advancement. If you choose not to count this adventure as tier advancement, you do not gain feats as provided in the Guide, but you do gain scenario rewards and deck upgrades as normal.
  • Do not read any scenario’s villains or henchmen before playing it.
  • If you die and are not returned from death before the end of a scenario, you may play another character for the next scenario.
  • If you fail a scenario, immediately replay it.
  • During This Scenario:

  • When setting up the scenario, divide the blessings deck into 5 stacks of 6 cards each. Shuffle the henchman Oracle of Iovo into each stack, then put the stacks on top of each other to create the blessings deck. When Oracle of Iovo is discarded from the blessings deck, summon and encounter it.

  • When you defeat the henchman Oracular Pool, display it next to the scenario. Add 2 to your check to defeat Oracle of Iovo for each Oracular Pool displayed.

  • To win the scenario, close all locations.

    Turn: 3, Raheli/NathanDavis

    Random Cards:

    Monsters
    Spoiler:
    Cultist
    Monster B
    Traits:
    Basic
    Cultist
    Human
    To Defeat:
    Combat 9 If undefeated, shuffle the top card of the blessings deck into this location deck.

    Spoiler:
    Diseased Rats
    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.

    Spoiler:
    Yeth Hound
    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.

    Spoiler:
    Mercenary
    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.

    Spoiler:
    Sneak
    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
    Spoiler:
    Pit Trap
    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.

    Spoiler:
    Collapsed Ceiling
    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.

    Spoiler:
    Trapped Passageway
    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.

    Spoiler:
    Skinsaw Ritual
    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.

    Spoiler:
    Pit of Malfeshnekor
    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
    Spoiler:
    Warhammer +1
    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.

    Spoiler:
    Heavy Pick +1
    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.

    Spoiler:
    Dagger +1
    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.

    Spoiler:
    Sling
    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.

    Spoiler:
    Greataxe
    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
    Spoiler:
    Lightning Touch
    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.

    Spoiler:
    Cure
    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.

    Spoiler:
    Detect Evil
    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.

    Spoiler:
    Haste
    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.

    Spoiler:
    Guidance
    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
    Spoiler:
    Elven Chain Shirt
    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.

    Spoiler:
    Elven Chain Shirt
    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.

    Spoiler:
    Wooden Shield
    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.

    Spoiler:
    Wooden Shield
    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.

    Spoiler:
    Half-Plate
    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
    Spoiler:
    Thieves' Tools
    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.

    Spoiler:
    Potion of Energy Resistance
    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.

    Spoiler:
    Potion of Ghostly Form
    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.

    Spoiler:
    Potion of Ghostly Form
    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.

    Spoiler:
    Codex
    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
    Spoiler:
    Crow
    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.

    Spoiler:
    Merchant
    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.

    Spoiler:
    Archer
    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.

    Spoiler:
    Merchant
    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.

    Spoiler:
    Standard Bearer
    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
    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Spoiler:
    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.

    Top of Blessing Discard Pile:

    Blessing of Lamashtu:
    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.

    Blessings Remaining: 32

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    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.
    Spoiler:
    Blessings Deck Card 2 /
    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.
    Spoiler:
    Blessings Deck Card 3 /
    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.
    Spoiler:
    Blessings Deck Card 4 /
    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.
    Spoiler:
    Blessings Deck Card 5 /
    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.
    Spoiler:
    Blessings Deck Card 6 /
    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.
    Spoiler:
    Blessings Deck Card 7 /
    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.
    Spoiler:
    Blessings Deck Card 8 /
    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.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    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.
    Spoiler:
    Blessings Deck Card 12 /
    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.
    Spoiler:
    Blessings Deck Card 13 /
    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.
    Spoiler:
    Blessings Deck Card 14 /
    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.
    Spoiler:
    Blessings Deck Card 15 /
    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.
    Spoiler:
    Blessings Deck Card 16 /
    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.
    Spoiler:
    Blessings Deck Card 17 /
    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.
    Spoiler:
    Blessings Deck Card 18 /
    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.
    Spoiler:
    Blessings Deck Card 19 /
    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.
    Spoiler:
    Blessings Deck Card 20 /
    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.
    Spoiler:
    Blessings Deck Card 21 /
    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.
    Spoiler:
    Blessings Deck Card 22 /
    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.
    Spoiler:
    Blessings Deck Card 23 /
    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.
    Spoiler:
    Blessings Deck Card 24 /
    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.
    Spoiler:
    Blessings Deck Card 25 /
    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.
    Spoiler:
    Blessings Deck Card 26 /
    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.
    Spoiler:
    Blessings Deck Card 27 /
    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.
    Spoiler:
    Blessings Deck Card 28 /
    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.
    Spoiler:
    Blessings Deck Card 29 /
    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.
    Spoiler:
    Blessings Deck Card 30 /
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 31 /
    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.
    Spoiler:
    Blessings Deck Card 32 /
    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

    Citadel Card 1:
    Brodert Quink
    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.

    Citadel Card 2:
    Sickle +1
    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.

    Citadel Card 3:
    Tickwood Boar
    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.

    Citadel Card 4:
    Oracular Pool
    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.

    Citadel Card 5:
    Deathbane Shield
    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.

    Citadel Card 6:
    Elven Breastplate
    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.

    Citadel Card 7:
    Hide Armor of Fire Resistance
    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.

    Citadel Card 8:
    Toad
    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.

    Citadel Card 9:
    Archer
    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

    Collapsing Bridge Card 1:
    Oracular Pool
    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.

    Collapsing Bridge Card 2:
    Spectre
    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.

    Collapsing Bridge Card 3:
    Soldier
    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.

    Collapsing Bridge Card 4:
    Guide
    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.

    Collapsing Bridge Card 5:
    Shalelu Andosana
    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.

    Collapsing Bridge Card 6:
    Acolyte
    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

    Mill Card 1:
    Burglar
    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.

    Mill Card 2:
    Dogslicer +1
    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.

    Mill Card 3:
    Magic Shield
    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.

    Mill Card 4:
    Warlord
    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.

    Mill Card 5:
    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.

    Mill Card 6:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11 Before the encounter, discard a random ally from your hand.

    Mill Card 7:
    Skinsaw Ritual
    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.

    Mill Card 8:
    Ambush
    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.

    Mill Card 9:
    Potion of Fortitude
    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.

    Mill Card 10:
    Oracular Pool
    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

    Town Square Card 1:
    Sheriff Hemlock
    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.

    Town Square Card 2:
    Short Sword
    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.

    Town Square Card 3:
    Haste
    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.

    Town Square Card 4:
    Scout
    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.

    Town Square Card 5:
    Wand of Force Missile
    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.

    Town Square Card 6:
    Toad
    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.

    Town Square Card 7:
    Scout
    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.

    Town Square Card 8:
    Oracular Pool
    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.

    Town Square Card 9:
    Trapped Locker
    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.

    Town Square Card 10:
    Augury
    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

    Cell Card 1:
    Large Chest
    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.

    Cell Card 2:
    Giant Gecko
    Monster B
    Traits:
    Animal
    Basic
    To Defeat:
    Combat 8 If undefeated, shuffle the Gecko into a random open location.

    Cell Card 3:
    Elven Breastplate
    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.

    Cell Card 4:
    Acolyte
    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.

    Cell Card 5:
    Glaive
    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.

    Cell Card 6:
    Holy Water
    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.

    Cell Card 7:
    Bunyip
    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.

    Cell Card 8:
    Oracular Pool
    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.

    Cell Card 9:
    Father Zantus
    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.

    Cell Card 10:
    Ameiko Kaijitsu
    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

    Cemetery Card 1 (Chime of Unlocking):
    Chime of Unlocking
    Item 2
    Traits:
    Magic
    Object To Acquire:
    Dexterity
    Disable 8 Reveal this card to defeat a barrier with the Lock trait.

    Cemetery Card 2:
    Goblin Raid
    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.

    Cemetery Card 3:
    Dagger +1
    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.

    Cemetery Card 4:
    Skeleton
    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.

    Cemetery Card 5:
    Short Sword +1
    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.

    Cemetery Card 6:
    Arrow Catching Studded Leather
    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.

    Cemetery Card 7:
    Faceless Stalker
    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.

    Cemetery Card 8:
    Ogre
    Monster B
    Traits:
    Giant
    Ogre
    To Defeat:
    Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.

    Cemetery Card 9:
    Oracular Pool
    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.

    Cemetery Card 10:
    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.


  • Deck Handler // Searching for: Item 5 > Spell 5 > Blessing 5

    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

    Spoiler:

    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.

    Raheli wrote:

    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

    Raheli wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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)

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