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

I'll skip the search then.


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

(During Raheli's turn)
Summoning Goblin Raider

Goblin Raider:
Henchman 1
Type: Monster
Traits:
Goblin

To Defeat:
Combat 8

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


Displaying and discarding Sphere of Fire
Combat 8: 1d12 + 4 + 2d6 ⇒ (3) + 4 + (4, 4) = 15
Goblin Raider is banished
Unsure whether the cold would diminish her fire magic, Seoni aimed two fireballs in quick succession at the raiding goblin rampaging through town square. She needn't have worried.

(Seoni's turn)
Blessing 1: Iomedae o'clock
Moving to Citadel
Exploring Citadel 1: Brodert Quink

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.

CHA 7: 1d12 + 2 ⇒ (6) + 2 = 8
Brodert Quink is acquired. Drawing Fire Snake
The sorcerer entered a citadel of ice to seek out the famed sage Brodert Quink. "Why hello, Seoni. I seem to run into you in the strangest of places."

Discarding Locate Object to examine and encounter Citadel 2:
Sickle +1

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.

Arcane 8: 1d12 + 4 ⇒ (10) + 4 = 14
Locate Object is recharged. Seoni cannot make a STR/Melee 10 check. Sickle +1 is banished.
Seoni sensed a magical weapon in the citadel, but decided not to bother finding the armory.

Discarding Brodert Quink to explore Citadel 3: Tickwood Boar

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.

Seoni cannot make a WIS/Survival 7 check. Discarding Menagerie Keeper to draw Sphere of Fire. Displaying Sphere of Fire
Combat 8+2=10: 1d12 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
Revealing Elven Chain Mail to prevent 1 Combat damage. Discarding Blessing of Pharasma for 1 Combat damage. Tickwood Boar is shuffled back into Citadel.
Recharging Surgeon to cure Blessing of Pharasma.

Brodert explained that a fearsome boar prowled the environs of the citadel. The sorcerer overconfidently went to deal with the menace, but she was unprepared for the beast's sudden charge. The boar was mostly out of the blast radius of the fireball, and Seoni suffered a gash from the boar's tusk as it escaped past her. Fortunately, her elven armor prevented the injury from being too deep, and the surgeon had a cure spell ready.

Shuffled Citadel: 1d7 + 2 ⇒ (5) + 2 = 7
Discarding Blessing of the Spellbound to explore Citadel 7: Hide Armor of Fire Resistance

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.

Seoni cannot make a CON/Fortitude 7 check. Hide Armor of Fire Resistance is banished
"Perhaps I'd better check out this armory after all," mused Seoni. But the armor she found was useless. "Who needs fire resistance in such an ice climate?" It was quite a mystery.

Ending turn. Recharging Sphere of Fire.
Citadel: Drawing Surgeon.
Resetting hand

(At the start of The Red Raven's turn)
Recharging Surgeon to cure Brodert Quink

Seoni decided to rest while the surgeon stocked back up on cure potions. That boar was still out there, after all.

Seoni wrote:

Hand: Surgeon, Clinging Venom, Elven Chain Shirt, Fire Snake, Frostbite, Blessing of Pharasma, Bestiary of Garund,

Displayed:
Deck: 10 8 Discard: 2 3 Buried: 0
Notes: At Citadel
Ask before using: Blessing of Pharasma (+1 die/+2 dice if 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 [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.


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

On Raheli's turn

The Red Raven squints unkindly as he watches undead goblins begin to emerge from the graves at the Cemetery. If only I had a moment to get my Rapier from my kit!

Goblin Raider:

Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.

Question: with no weapon in hand am I correct that the Red Raven can still use his Str (but not his Dex) to make a combat check? The below assumes that the answer is yes.
Discard Blessing of the Ancients 2
Recharge Kurundo's Blessing of the Green Faith 2
Combat 8: 3d6 ⇒ (3, 3, 6) = 12 whew, banished.

It is the hour of... before the Red Raven has a chance to look at the clock, a crazed religious madman leaps out at him!

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.

Discard Kurundo's Blessing of the Elements
Discard Raheli's Blessing of Milani

BYA Con 5+2=7: 3d6 ⇒ (5, 4, 3) = 12

Without any weapon in hand, the Red Raven autofails the two combat checks, discarding Lookout and Blessing of the Spy to dmg. He has no cards left to discard for the henchman power.

I'm not quite sure what happens to the Oracle now, but I think maybe it's just banished?

It is now - finally - the hour of Iomedae (I think Iomedae is now the top of the discard pile? Or maybe it's still the Oracle?) and the Red Raven thinks he'd best take cover.

He's got a handy rapier in his kit, but in all the hubbub he can't seem to find his kit! With no card in hand to exchange, I think I can't take anything out of the kit.

The Red Raven heads to the Citadel. He's heard that his friend Kurundo is there and might have a scroll of Cure. When he gets there he sees that Seoni is there too. What a party! If only I didn't already have such a hangover...

He can't resist peeking around the corner to see who is coming to the party next.
RR power to examine after move step, shuffled Citadel, can't be 7: 1d7 + 2 ⇒ (7) + 2 = 9

Seeing that it's a (hopefully friendly) archer, the Red Raven tries to show him a few archery tricks.

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.

Dex 8: 1d10 + 1 ⇒ (9) + 1 = 10 The archer decides to join up with the group and see if perhaps he can be a Pathfinder too... Ally B acquired

Reset hand, end turn

The Red Raven wrote:

Hand: Archer aq, Mask of the Red Raven, Appleslayer, Captain's Cutlass 2,

Displayed:
Deck: 6 Discard: 6 Buried: 0
Notes: Location: Citadel
Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
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 (Brutal):
* Recharged Kurundo's BoGreen Faith
* Discarded Kurundo's BoElements
* Discarded Raheli's BoMilani
* Oracle 1 discarded from Blessings deck. NOT defeated.
* Citadel is shuffled and cards 1,2,7,9 are all gone.
* Red Raven could definitely use some healing


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

Healing 3 from Kurundo noted. Many thanks.


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

Blessings Deck Card 3 / Blessing of Irori in effect. I think. Choosing +1d4 to animal trait as my feat.

Korundo is always kind to non attacky animals so heals the red bird.

cure red raven: 1d4 + 1 ⇒ (2) + 1 = 3
recharge 8: 1d8 + 4 ⇒ (4) + 4 = 8

Meanwhile Leryn scouts around.
random card not including 7: 1d6 + 2 ⇒ (2) + 2 = 4

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.

Korundo informs his allies of the weird pool as he heads off to deal with things he can understand.

Oops, Just noticed the Goblin Raider. Hopefully this won't change my turn.
combat 8 using survival and revealing Frilled Lizard: 1d8 + 1d6 + 1d4 + 3 ⇒ (2) + (2) + (1) + 3 = 8

... Like the Cemetary. He travels there and finds

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.

dexterity 6: 1d6 ⇒ 4

"Stupid fiddly weapons."

Korundo tosses the dagger away then sits down to think. This could take awhile.

Korundo wrote:

Hand: Charm Animal, Frilled Lizard, Fox, Crow,

Displayed: Leryn,
Deck: 10 Discard: 1 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.

Location: Cemetery"
Sideboard cards:

Maybe more animal friends will help. Korundo casts Charm Animal On Raheli's turn technically. and soon a Crow arrives. Random ally #1

Korundo wrote:

Hand: Crow aq, Frilled Lizard, Fox, Crow,

Displayed: Leryn,
Deck: 10 Discard: 1 Buried: 1
"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.

Location: Cemetery"
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>

Red Raven healed for 3.
Top card of Citadel is now card #4 and has been examined. (Oracular Pool Henchman 2)
Card 3 at Cemetery has been banished.
Random Ally #1 (Crow Ally B) acquired.


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

Erastil Hour

Raheli shares the secrets of Delve with Seoni Give Card

Delve:
Traits
Magic
Arcane
Divine
Elite

Powers
Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.

Discard this card to search your deck for an item and draw it.

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.

Raheli sees what one of these Oracles can do and heads off on her own back to the Mill where she catches a Burglar trying to sneak around.

Reveal Blessing of Wadjet

Disable 7: 1d10 + 4 + 1d4 ⇒ (7) + 4 + (4) = 15

Raheli quickly befriends the rogue, talking shop about locks and traps.

Display Burglar with Master Cartman

Recharge Embalming Fluid to Shuffle in Corrosion and then Top Deck Daji

Raheli wrote:

Hand: Blessing of Wadjet, Sacred Candle, Silver Raven Figurine, Compass, Sapphire of Intelligence, Blue Star,

Displayed: Daji, Master Cartman, Chime of Unlocking, Burglar,
Deck: 7 Discard: 2 Buried: 0
Notes: Blessing available for boons. Silver Raven is available to pull out unwanted items, armor, weapons
Blue Star available at location.
Sacred Candle should any Blessing 2s discard
Sideboard cards:

On Seoni's turn, recharge Compass to move to Town Square and examine Sheriff Hemlock

Raheli wrote:

Hand: Blessing of Wadjet, Sacred Candle, Silver Raven Figurine, Sapphire of Intelligence, Blue Star,

Displayed: Daji, Master Cartman, Chime of Unlocking, Burglar,
Deck: 8 Discard: 2 Buried: 0
Notes: Blessing available for boons. Silver Raven is available to pull out unwanted 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.


Gave Seoni Delve
Acquired Mill 1
Examined Town Square 1 (Sheriff Hemlock)


Female Human Kobold Sorcerer/Fire Element Master Deck Handler

Blessing 5: Gods o'clock
Discard Delve to draw Spellbook. Revealing Spellbook

Arcane 8: 1d12 + 4 + 1d4 ⇒ (12) + 4 + (1) = 17
Delve is recharged
Raheli left the Citadel in Seoni's capable hands; and into her hands, Seoni summoned a spellbook with the witch's magic.

Exploring Citadel 4: Oracular Pool

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.

Revealing Spellbook, discarding Blessing of Pharasma
Arcane 11+2=13: 2d12 + 4 + 1d4 ⇒ (5, 10) + 4 + (3) = 22
Oracular Pool is displayed.
Seoni leafed through the spellbook, reading Pharasma's notes to unlock the oracular mysteries.

Closing Citadel. Discarding Frostbite to draw Blessing of the Spellbound. Discarding Clinging Venom, recharging Blessing of the Spellbound
Combat 9+4=13: 2d12 + 4 + 1d8 ⇒ (5, 9) + 4 + (2) = 20
Clinging Venom is recharged. Citadel is closed
Seoni was done with this citadel. Before she moved on, she cast layers of stifling venom to prevent whatever threatened the citadel, be it boar or otherwise.

Ending turn. Resetting hand

Seoni wrote:

Hand: Spellbook, Blessing of the Spellbound 3, Elven Chain Shirt, Fire Snake, Safe Harbor, Chronicler, Bestiary of Garund,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: At Citadel
Ask before using: Blessing of Spellbound (+1 die, recharge if Arcane or Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman to close location; Safe Harbor (forfeit 1st exploration at closed location to recharge 1d4+1 from discard)

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.


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


Mini Update to make sure everything is clear.


Citadel: CLOSED. Seoni and Red Raven
Collapsing Bridge: 6 Cards
Mill: 9 Cards
Town Square 10 Cards, Card 1 Examined - Sheriff Hemlock. Raheli
Cell 10 Cards
Cemetary 7 Cards, Korundo


Next Blessing is Blessings Deck Card 6


That should be everything; let me know if the update doesn't look right to any of you, though. Had to cover a lot with a short span of time.

And yep, leaving the Oracle of Iovo undefeated leaves the summoned copy banished - the original one remains in the blessings discard pile, inert.

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

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: 9, Aric/AbrahamZ

    Random Cards:

    Monsters
    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.

    Spoiler:
    Goblin Pyro
    Monster 1
    Traits:
    Elite
    Goblin
    Warrior
    To Defeat:
    Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.

    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.

    Spoiler:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Spoiler:
    Ghost
    Monster B
    Traits:
    Elite
    Ghost
    Incorporeal
    Undead
    To Defeat:
    Combat 12
    OR Wisdom
    Divine 8 The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Barriers
    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.

    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:
    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 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:
    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.

    Weapons
    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:
    Dagger
    Weapon B
    Traits:
    Basic
    Knife
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 3 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.

    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:
    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.

    Spoiler:
    Heavy Crossbow
    Weapon B
    Traits:
    2-Handed
    Bow
    Piercing
    Ranged To Acquire:
    Dexterity
    Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

    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:
    Strength
    Spell B
    Traits:
    Arcane
    Basic
    Divine
    Magic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6 Display this card next to a character. While displayed, that character's checks using her Strength skill are increased by 3. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 8 check. If you succeed, recharge this card; if you fail, discard 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:
    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.

    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.

    Armors
    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.

    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 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.

    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.

    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.

    Items
    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.

    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 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.

    Spoiler:
    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.

    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.

    Allies
    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.

    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:
    Grizzled Mercenary
    Ally 1
    Traits:
    Hireling
    Human To Acquire:
    Charisma
    Diplomacy 6 Bury this card to add 1d8 to any combat check by a character at your location.
    Discard this card to explore your location. If you encounter a boon, banish it.

    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.

    Spoiler:
    Ilsoari Gandethus
    Ally 1
    Traits:
    Human
    Wizard To Acquire:
    Intelligence
    Arcane 7
    OR Charisma
    Diplomacy 6 During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    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 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 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 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: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    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 2 /
    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 3 /
    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 4 /
    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 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 /
    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 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 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 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 /
    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 /
    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 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 15 /
    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 16 /
    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 17 /
    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 18 /
    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 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 /
    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 22 /
    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 23 /
    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 24 /
    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 25 /
    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 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.

    Location #1: Citadel
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/AbrahamZ, Korundo/Bigguyinblack, Seoni/EmpTyger,

    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: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Mill Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11 Before the encounter, discard a random ally from your hand.

    Mill Card 6:
    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 7:
    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 8:
    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 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.

    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: Raheli/NathanDavis, None

    Town Square Card 1 (Sheriff Hemlock):
    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: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Cemetery Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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 6:
    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 7:
    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 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.


  • Sorrina Westyr urgently projects her image to speak to every Pathfinder, and appears to be holding tightly to a steel ring near an alien device.

    “Everyone, brace yourselves. We have finished repairs of a strange craft on the bright side of the asteroid, and the engines will fire shortly, hopefully causing this rock to spin and even out the extreme temperatures. This may get a bit bumpy though in three…two…one... Hold on!”

    A sudden jolt shakes the entire asteroid, sending anything unsecured reeling as the stars begin to spin overhead.

    Table GMs, the Engines benefit is now in play.


    “More good news! I have just received word that Pathfinder Hector and his companions have claimed the Frozen City and it is now safe for travel! Keep going, Pathfinders!”

    The small group begins to push their way through deeper into the icy reservoir of the asteroid. The asteroid seems to return the favor as rain begins to fall.

    GM's enact the Water event elemental manifestation.

    The Frozen City has now been Claimed! The Icy Reservoir is now discovered.


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

    It is the hour of the Gods.

    SoT: Swap Aric into play and RR out of play. Swap Appleslayer into Kit and swap Gambeson into hand

    Display Gambeson

    Just then, Aric, the dandy fellow from earlier, returns from his long trip to the bathroom. "Let me tell you, the restrooms on this comet could stand to be upgraded!"

    Then Aric wanders off to meet Sheriff Hemlock over at the Town Square.

    Diplomacy 8: 1d10 + 4 ⇒ (3) + 4 = 7 Town Square 1 banished

    Unfortunately, the Sheriff can't be bothered with this wastrel. Not when there is a comet to explore!

    Reset hand, end turn

    Aric wrote:

    Hand: Compass, Mask of the Red Raven, Archer aq, Captain's Cutlass 2, Blessing of the Ancients 2, Lookout,

    Displayed: Gambeson,
    Deck: 6 Discard: 3 Buried: 0
    Notes: Location: Town Square
    Blessing of the Ancients:
    Sideboard cards: Rapier, Stalking Armor, Appleslayer,

    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.)

    I think I can do this off turn? - at the start of Kurundo's turn: recharge Lookout to examine top card of Town Square.

    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.

    Then, also at the start of Kurundo's turn, recharge Compass to move to Cemetery and examine top card. He spies a nice weapon and quickly sends a message to his friend, the Red Raven, that he may wish to return and claim it.

    Cemetery Card 1: 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.

    Aric wrote:

    Hand: Mask of the Red Raven, Archer aq, Captain's Cutlass 2, Blessing of the Ancients 2,

    Displayed: Gambeson,
    Deck: 8 Discard: 3 Buried: 0
    Notes: Location: Cemetery
    Blessing of the Ancients:
    Sideboard cards: Rapier, Stalking Armor, Appleslayer,

    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.)


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

    Blessings Deck Card 1 / Blessing of Desna in effect. Feat for turn +1d4 to animal trait checks.

    Korundo hears tell of a nearby skeleton and goes to fight it.
    Dagger +1 was banished on my last turn so Skeleton is actually top card.

    Cemetery Card 2: 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.

    combat 8 revealing Frilled Lizard to use Survival and recharging Fox: 1d8 + 1d6 + 2d4 + 3 ⇒ (1) + (6) + (1, 1) + 3 = 12

    He looks for more undead.

    Discard Crow to explore.

    Cemetery Card 3: 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.

    A nice sword will do for now.

    melee 7 recharging Crow aq: 1d10 + 1d6 + 2 ⇒ (10) + (3) + 2 = 15

    He tests it out for a bit.

    Korundo wrote:

    Hand: Short Sword +1 aq, Frilled Lizard, Call Animal, Amulet of Mighty Fists,

    Displayed: Leryn,
    Deck: 10 Discard: 2 Buried: 1
    "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.

    Location: Cemetery"
    Sideboard cards:

    Korundo can always use more animal friends.

    on Raheli's turn cast Call Animal for Crow aq recharge 6: 1d8 + 4 ⇒ (3) + 4 = 7

    Korundo wrote:

    Hand: Short Sword +1 aq, Frilled Lizard, Amulet of Mighty Fists, Crow aq,

    Displayed: Leryn,
    Deck: 10 Discard: 2 Buried: 1
    "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.

    Location: Cemetery"
    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 use 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

    Gods Day

    Aric seemed to know where a Short Sword but wasn't interested.

    Reveal Blessing of Wadjet

    Strength 4: 1d6 + 1d4 ⇒ (1) + (3) = 4

    Another weapon in the arsenal can't hurt.

    Raheli nods to the Master Cartman. "It's time."

    Recharge Master Cartman to draw Chime of Unlocking and Burglar. Discard Chime of Unlocking to Explore

    Raheli finds a frozen scroll of Haste

    Reveal Blessing of Wadjet. Recharge Sacred Candle

    Arcane 8: 1d8 + 2 + 1d4 + 1d4 ⇒ (5) + 2 + (2) + (1) = 10

    Recharge Silver Raven Figurine to get Short Sword + 1 from Korundo. Discard Short Sword +1 to Explore

    A Scout catches Raheli rummaging through the Town Square.

    BYA Damage: 1d4 - 1 ⇒ (4) - 1 = 3

    He catches Raheli offguard with an arrow. Discard Haste, Short Sword and Burglar

    Sapphire of Intelligence and Blessing of Wadjet

    Combat 8+2: 1d10 + 2 + 1d8 + 1d4 ⇒ (3) + 2 + (5) + (2) = 12

    Raheli responds with a force of sapphires and the power of Wadjet.

    Recharge Blue Star to Shuffle in Haste. Then top deck Daji

    Raheli wrote:

    Hand: Embalming Fluid, Boots of Friendly Terrain, Corrosion, Sacred Candle, Compass, Blue Star,

    Displayed: Daji,
    Deck: 9 Discard: 6 Buried: 0
    Notes:
    Sideboard cards:

    On Seoni's turn: Recharge Compass to move to Mill and examine Dogslicer +1

    Raheli wrote:

    Hand: Embalming Fluid, Boots of Friendly Terrain, Corrosion, Sacred Candle, Blue Star,

    Displayed: Daji,
    Deck: 10 Discard: 6 Buried: 0
    Notes: Corrosion Available for Barriers and Undead
    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 Town Square 2 and 3
    Banished Town Square 4
    Moved to Mill and Examined Dogslicer +1
    Took Short Sword +1 from Korundo


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 3: Oracle Time
    Summoning Oracle of Iovo.

    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.

    Discarding Fire Snake to use Arcane, revealing Bestiary of Garund
    Arcane 5+2=7: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12
    Revealing Spellbook, recharging Blessing of the Spellbound
    Arcane 8: 2d12 + 4 + 1d4 ⇒ (1, 12) + 4 + (1) = 18
    Fire Snake is recharged
    Seoni cannot make a Combat 12+4-2=14 check. Discarding hand to Combat damage.
    Seoni cannot make a Combat 14+4-2=16 check. No cards remaining in hand.
    Oracle of Iovo is banished. No cards remaining in hand.

    Seoni shivered. She drew on her sorcery for warmth as she whirled around to find an oracle of Iovo. "I suppose there's no point in asking how you knew the perfect time to confront me."
    There wasn't.

    Moving to Town Square
    Exploring Town Square 5: Wand of Force Missile

    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.

    Arcane 7: 1d12 + 4 ⇒ (9) + 4 = 13
    Wand of Force Missiles is acquired
    Seoni awoke in the town square, gasping for breath. The sorcerer reached to her side and grasped a wand. In time with her recovering pulse, the wand throbbed with force energy.

    Ending turn. Resetting hand

    (At the start of Aric's turn)
    Recharging Surgeon to cure Blessing of Pharasma

    The surgeon had her work cut out for her.

    Seoni wrote:

    Hand: Wand of Force Missile, Brodert Quink, Sphere of Fire, Pyrotechnic Blast, Locate Object, Blessing of the Spellbound 2, Surgeon,

    Displayed:
    Deck: 7 5 Discard: 7 8 Buried: 0
    Notes: At Town Square
    Ask before using: Blessing of 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.


    Updates will be run with the script starting tomorrow.
    @Abraham: Correct, you can usually play all cards off-turn, as long as it's not during a check, and as long as it won't make you explore.

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

    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: 13, Aric/AbrahamZ

    Random Cards:

    Monsters
    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:
    Rat Swarm
    Monster B
    Traits:
    Animal
    Elite
    Swarm
    To Defeat:
    Combat 8 If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.

    Spoiler:
    Shadow
    Monster B
    Traits:
    Incorporeal
    Undead
    To Defeat:
    Combat 13 The Shadow is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Shadow is undefeated.
    When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

    Spoiler:
    Zombie Giant
    Monster B
    Traits:
    Undead
    Zombie
    To Defeat:
    Combat 13 The Zombie Giant is immune to the Mental and Poison traits.
    If undefeated, after the encounter, discard the top card of your deck.

    Spoiler:
    Goblin Warchanter
    Monster 1
    Traits:
    Bard
    Elite
    Goblin
    To Defeat:
    Combat 8 Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Barriers
    Spoiler:
    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.

    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:
    Slashing Blade
    Barrier 1
    Traits:
    Elite
    Trap
    To Defeat:
    Dexterity
    Disable 9 If undefeated, every 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:
    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.

    Weapons
    Spoiler:
    Bastard Sword +1
    Weapon 1
    Traits:
    2-Handed
    Magic
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    Bastard Sword
    Weapon B
    Traits:
    2-Handed
    Melee
    Slashing
    Sword To Acquire:
    Strength
    Melee 8 For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Spoiler:
    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.

    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.

    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.

    Spells
    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.

    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:
    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:
    Web
    Spell 2
    Traits:
    Arcane
    Attack
    Elite
    Magic To Acquire:
    Intelligence
    Arcane 6 Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    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.

    Armors
    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.

    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:
    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:
    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.

    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.

    Items
    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:
    Masterwork Tools
    Item B
    Traits:
    Elite
    Tool To Acquire:
    Dexterity
    Disable 7 Reveal this card to add 2 dice to your Disable check.
    Recharge this card to defeat a barrier whose highest difficulty to defeat is 14 or lower.

    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.

    Spoiler:
    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.

    Spoiler:
    Potion of Healing
    Item B
    Traits:
    Alchemical
    Healing
    Liquid To Acquire:
    Intelligence
    Craft 5 Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    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:
    Night Watch
    Ally B
    Traits:
    Basic
    Human To Acquire:
    Wisdom
    Perception 7
    OR Charisma
    Diplomacy 6 Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    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.

    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:
    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.

    Blessings
    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.

    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.

    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 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 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.

    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: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    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 2 /
    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 3 /
    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 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.
    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 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 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 10 /
    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 11 /
    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 12 /
    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 13 /
    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 14 /
    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 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 /
    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 18 /
    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 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 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 21 /
    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 22 /
    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
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    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: 0 Bl: 1 ?: 1
    Located/Displayed Here: Raheli/NathanDavis, None

    Mill Card 1 (Dogslicer +1):
    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 2:
    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 3:
    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 4:
    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 5:
    Traitor
    Monster B
    Traits:
    Elite
    Human
    To Defeat:
    Combat 11 Before the encounter, discard a random ally from your hand.

    Mill Card 6:
    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 7:
    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 8:
    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 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.

    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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Seoni/EmpTyger, None

    Town Square Card 1:
    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 2:
    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 3:
    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 4:
    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 5:
    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: 2 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Korundo/Bigguyinblack, None

    Cemetery Card 1:
    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 2:
    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 3:
    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 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.

    Cemetery 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.


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

    It is the hour of Lamashtu.

    Hearing that there is a nice weapon over at the Mill, Aric excuses himself to make a quick call, and soon thereafter the Red Raven is once again ready for action.

    SoT: swap Aric out and Red Raven in. Swap Archer into kit and Stalking Armor into hand.

    Then the Red Raven heads to the Mill.

    Explore Mill 1

    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.

    Recharge Captain's Cutlass 2
    Melee 9: 1d10 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12 Weapon 1 acquired

    Reset hand, end turn

    The Red Raven wrote:

    Hand: Stalking Armor, Mask of the Red Raven, Dogslicer +1 aq, Blessing of the Ancients 2,

    Displayed: Gambeson,
    Deck: 10 Discard: 3 Buried: 0
    Notes: Location: Cemetery
    Blessing of the Ancients:
    Sideboard cards: Rapier, Archer aq, Appleslayer,

    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.


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

    Bury Sacred Candle to grab Blessing of Lamashtu

    Raheli wrote:

    Hand: Blessing of Lamashtu, Embalming Fluid, Boots of Friendly Terrain, Corrosion, Blue Star,

    Displayed: Daji,
    Deck: 10 Discard: 6 Buried: 1
    Notes: Corrosion Available for Barriers and Undead. Blessing now Available
    Blue Star available at location.
    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.


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

    BotG in effect. Feat will be +1d4 to animal trait.

    Leryn scouts out the cemetery and informs Korundo of some armor. The body that is wearing it has no use for it.

    Cemetery Card 1: 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.

    constitution 7 recharging Crow: 1d10 + 1d6 ⇒ (8) + (2) = 10

    Feeling nervous about possible pools Korundo has Leryn scout,

    Place Leryn on top of my deck to examine next 2 cards. Cemetery Card 2 is Faceless Stalker. A monster 2 I have a decent chance of beating. Card 3 is Ogre. A monster B. End turn, Draw and display Leryn.

    Korundo wrote:

    Hand: Frilled Lizard, Arrow Catching Studded Leather aq, Amulet of Mighty Fists,

    Displayed: Leryn,
    Deck: 12 Discard: 2 Buried: 1
    "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.

    Location: Cemetery"
    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 use 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 Cemetery acquired. (armor 2)
    Cards 2 and 3 examined. (monster 2 and monster B respectively.)


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

    Gods Hour

    Raheli taps into a monstrous energy at the Mill, and imparts the Red Raven with it. Give Card to Red Raven: Blessing of Lamashtu

    Blessing of Lamashtu:
    Traits
    Divine
    Lamashtu

    Powers
    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.

    As the Red Raven scopes out the Mill, Raheli decides to circle back to the Collapsing Bridge. She finds that an Oracular Pool is somehow causing the bridge to collapse.

    Recharge Blue Star, Boots of Friendly Terrain, and Embalming Fluid. Discard Corrosion

    Disable 9+2: 1d10 + 4 + 3d4 + 1d10 ⇒ (5) + 4 + (4, 1, 2) + (3) = 19

    Recharge Corrosion Arcane 9: 1d8 + 2 ⇒ (7) + 2 = 9

    Take 4 Combat Damage. Hand empty already!Closed!

    Raheli disables the pool's defenses and drains it. It tries to strike back at her, but she has already become one with it. And it doesn't know where to strike.

    Adding Boons to Hand: Soldier, Guide, Shalelu Andosana, Acolyte

    Shalelu leads a small inexperienced group of adventurers off of the bridge to join Raheli.

    Raheli wrote:

    Hand: Soldier , Guide , Shalelu Andosana , Acolyte , Master Cartman, Sapphire of Intelligence,

    Displayed: Daji,
    Deck: 12 Discard: 6 Buried: 1
    Notes: Nothing.
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 3: Oracle Time
    Summoning Oracle of Iovo

    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.

    Discarding Blessing of the Spellbound
    CON 5+2=7: 2d6 ⇒ (5, 5) = 10
    Discarding Pyrotechnic Blast to draw Safe Harbor. Displaying Sphere of Fire
    Combat 12+4-4=12: 2d12 + 4 + 1d6 ⇒ (5, 3) + 4 + (5) = 17
    Combat 14+4-4=14: 2d12 + 4 + 1d6 ⇒ (11, 8) + 4 + (6) = 29
    Oracle of Iovo is banished
    Seoni felt a familiar chill, but kept her concentration. She whirled around and launched a fireball at the reappeared oracle. The ice elemental sizzled. “Once again, you know how the will end.” A second fireball fulfilled Seoni’s prophecy.

    Discarding Locate Object to examine and encounter Town Square 1: Toad

    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.

    Arcane 7: 1d12 + 4 ⇒ (5) + 4 = 9
    Toad is acquired. Drawing Blessing of the Spellbound
    Arcane 8: 1d12 + 4 ⇒ (4) + 4 = 8
    Locate Object is recharged
    Seoni divined a spellbound spirit in the form of a toad where the elemental once was. She scooped up the familiar.

    Moving to Citadel
    Displaying Safe Harbor

    Cards recharged: 1d4 + 1 ⇒ (1) + 1 = 2
    Bestiary of Garund and Pyrotechnic Blast are recharged
    Seoni returned to the safety of the citadel to recuperate.

    Ending turn. Discarding Sphere of Fire instead of recharging. Resetting hand

    Seoni wrote:

    Hand: Wand of Force Missile, Brodert Quink, Clinging Venom, Blessing of the Spellbound 3, Toad, Blessing of Pharasma, Fire Snake,

    Displayed: Safe Harbor,
    Deck: 6 Discard: 7 Buried: 0
    Notes: At Citadel. Until my next turn, anyone can skip 1st exploration at Citadel to recharge 1d4+1.
    Ask before using: Blessing of Spellbound (+1 die, recharge if Arcane or Divine); Blessing of Pharasma (+1 die/+2 dice if 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 [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.


    “We’ve cleared the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Sea of Light indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights. The air at the Vault entrance is still unbreathable and poisonous, keep clearing out the Labyrinth of Flame and Icy Reservoir while I figure out a plan.”

    GM's enact both the Fire and Earth event elemental manifestations.

    The Vault Entrance and Sea of Light have both been Claimed! Labyrinth of Flame has now been discovered.


    2 Oracular Pools are now displayed; Safe Harbor is up, and a bundle of allies were acquired!

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

    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.
    Additional Rules: Oracular Pools Displayed: 2 (+4 to checks to defeat Oracle of Iovo)
    Turn: 17, Aric/AbrahamZ

    Random Monsters:

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

    Monster 2

    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.

    Monster 3

    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.

    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:
    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.

    Random Barriers:

    Barrier 1
    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 2

    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 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:
    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 5

    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.

    Random Weapons:

    Weapon 1
    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.

    Weapon 2

    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.

    Weapon 3

    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 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:
    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.

    Random Spells:

    Spell 1
    Spoiler:
    Invisibility
    Spell B
    Traits: Arcane Basic Magic
    To Acquire: Intelligence Arcane 6
    Discard this card to evade a monster.
    Discard this card to succeed at your Stealth check.
    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 2

    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.

    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:
    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.

    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:
    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 2

    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 3

    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 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:
    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.

    Random Items:

    Item 1
    Spoiler:
    Amulet of Life
    Item B
    Traits: Accessory Basic Magic
    To Acquire: Intelligence Arcane 4
    Discard this card to reduce damage dealt to you by 3. After playing this card, succeed at an Arcane or Divine 7 check to recharge it instead of discarding it.

    Item 2

    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 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:
    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.

    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:
    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.

    Ally 2

    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 3

    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 4

    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.

    Ally 5

    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.

    Random Blessings:

    Blessing 1
    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.

    Blessing 2

    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.

    Blessing 3

    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.

    Blessing 4

    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.

    Blessing 5

    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.

    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: 18

    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 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 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 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 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 7 - Turn 7 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 8 - Turn 8 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 9 - Turn 9 Korundo

    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.

    Blessings Deck Card 10 - Turn 10 Raheli

    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 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 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:
    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.

    Blessings Deck Card 14 - Turn 14 Raheli

    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 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 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 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 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.

    Citadel
    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: Seoni/EmpTyger, Safe Harbor (recharge 1d4+1 random cards from discard, instead of your first exploration here)

    Collapsing Bridge
    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: Raheli/NathanDavis

    Mill
    At This Location (Open): 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: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ

    Mill Card 1:
    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 2:
    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 3:
    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 4:
    Traitor
    Monster B
    Traits: Elite Human
    To Defeat: Combat 11
    Before the encounter, discard a random ally from your hand.
    Mill Card 5:
    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 6:
    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 7:
    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 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
    At This Location (Open): 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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Town Square Card 1:
    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 2:
    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 3:
    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 4:
    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.

    Cell
    At This Location (Open): 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.

    Cemetery
    At This Location (Open): 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: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Korundo/Bigguyinblack

    Cemetery Card 1 (Faceless Stalker):
    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 2 (Ogre):
    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 3:
    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 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.


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

    It is the hour of the Gods.

    SoT swap Stalking Armor into kit and Appleslayer into hand

    Move to Citadel to appreciate Seoni's Safe Harbor

    Recharge cards: 1d4 + 1 ⇒ (2) + 1 = 3 All 3 cards in discard are recharged - thanks, Seoni!

    Discard Appleslayer to move back to Mill, examine, then explore Card 1

    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.

    Con 6: 1d6 ⇒ 4 Fail

    Reset hand, end turn

    The Red Raven wrote:

    Hand: Blessing of Lamashtu aq, Mask of the Red Raven, Dogslicer +1 aq, Blessing of the Ancients 2,

    Displayed: Gambeson,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Location: Cemetery
    Blessing of the Ancients:
    Sideboard cards: Rapier, Archer aq, Stalking Armor,

    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.


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

    Blessing of the Gods in effect. Feat choice: +1d4 to animal trait.

    Korundo continues to make the Cemetery a safe space.

    Cemetery Card 1 (Faceless Stalker): 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.

    wisdom 7: 1d8 + 1 ⇒ (6) + 1 = 7

    combat 12 Reveal Frilled Lizard to use Survival and add the animal trait, reveal AoMF, add checked power feat: 1d8 + 1d6 + 2d4 + 3 ⇒ (4) + (3) + (3, 4) + 3 = 17

    Korundo makes his planes to fight the Ogre.

    Korundo wrote:

    Hand: Cure, Frilled Lizard, Arrow Catching Studded Leather aq, Amulet of Mighty Fists,

    Displayed: Leryn,
    Deck: 10 Discard: 2 Buried: 1
    "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.

    Location: Cemetery"
    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 use 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 Gods Day

    Flavor-lite to knock this out before bed


    Move to the Cell
    Free Explore

    A Large Chest tempts Raheli

    Disable 9+2: 1d10 + 4 ⇒ (8) + 4 = 12

    How many Weapons?: 1d4 ⇒ 4

    A valuable chest of things Raheli cares little about.

    Dogslicer
    Scythe +1
    Longbow +1
    Heavy Pick +1

    Discard Soldier to Explore

    A Giant Gecko leaps out from behind the chest.

    Recharge Dogslicer

    Combat 8: 1d10 + 2 + 1d8 ⇒ (2) + 2 + (8) = 12

    Threw a Dogslicer at it killing it instantly.

    Discard Guide to Explore

    More that Raheli has little use for, Elven Breastplate.

    Autofail and Banish

    Reveal Shalelu Andosana to Examine Acolyte then Discard to Explore

    Recharge Acolyte

    Arcane 6: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11

    Display Master Cartman and Acolyte 2

    Discard Scythe +1, Longbow +1, and Heavy Pick +1 on Reset

    Raheli wrote:

    Hand: Staff of Minor Healing, Shy Ratani, Old Salt, Stone Skin, Silver Raven Figurine, Sapphire of Intelligence,

    Displayed: Daji, Master Cartman, Acolyte 2,
    Deck: 9 Discard: 12 Buried: 1
    Notes:
    Sideboard cards:

    On Seoni's turn: Recharge Staff of Minor Healing and Guide

    Raheli wrote:

    Hand: Shy Ratani, Old Salt, Stone Skin, Silver Raven Figurine, Sapphire of Intelligence,

    Displayed: Daji, Master Cartman, Acolyte 2,
    Deck: 11 Discard: 11 Buried: 1
    Notes: Stone Skin available and Silver Raven available to reduce chaff before reset
    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.


    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.
    Additional Rules: Oracular Pools Displayed: 2 (+4 to checks to defeat Oracle of Iovo)
    Turn: 20, Seoni/EmpTyger

    Random Monsters:

    Monster 1
    Spoiler:
    Ghost
    Monster B
    Traits: Elite Ghost Incorporeal Undead
    To Defeat: Combat 12 OR Wisdom Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Monster 2

    Spoiler:
    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.

    Monster 3

    Spoiler:
    Goblin Warchanter
    Monster 1
    Traits: Bard Elite Goblin
    To Defeat: Combat 8
    Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.

    Monster 4

    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.

    Monster 5

    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.

    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:
    Monster in the Closet
    Barrier 1
    Traits: Basic Goblin Skirmish
    To Defeat: Wisdom Perception 9
    If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

    Barrier 3

    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 4

    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 5

    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.

    Random Weapons:

    Weapon 1
    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 2

    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.

    Weapon 3

    Spoiler:
    Longsword +1
    Weapon B
    Traits: Magic Melee Slashing Sword
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4

    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.

    Weapon 5

    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.

    Random Spells:

    Spell 1
    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 2

    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 3

    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.

    Spell 4

    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.

    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:
    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 2

    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 3

    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 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:
    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.

    Random Items:

    Item 1
    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 2

    Spoiler:
    Potion of Healing
    Item B
    Traits: Alchemical Healing Liquid
    To Acquire: Intelligence Craft 5
    Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

    Item 3

    Spoiler:
    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.

    Item 4

    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 5

    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.

    Random Allies:

    Ally 1
    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.

    Ally 2

    Spoiler:
    Ven Vinder
    Ally 1
    Traits: Human Shopkeeper
    To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
    Banish this card to add a random item from the box to your hand.

    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:
    Night Watch
    Ally B
    Traits: Basic Human
    To Acquire: Wisdom Perception 7 OR Charisma Diplomacy 6
    Recharge this card to add 1d10 to your Perception check.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Ilsoari Gandethus
    Ally 1
    Traits: Human Wizard
    To Acquire: Intelligence Arcane 7 OR Charisma Diplomacy 6
    During your turn, reveal this card and put it on top of your deck to examine the top card of your location deck; if it's a monster, you may shuffle that monster back into the location deck. After you play this card, roll 1d12; on a 1, summon and encounter the villain The Sandpoint Devil.

    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 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 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 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: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 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 2 - Turn 2 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 3 - Turn 3 Raheli

    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 4 - Turn 4 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 5 - Turn 5 Red_Raven

    Spoiler:
    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.

    Blessings Deck Card 6 - Turn 6 Korundo

    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.

    Blessings Deck Card 7 - Turn 7 Raheli

    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 8 - Turn 8 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 9 - Turn 9 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 10 - Turn 10 Korundo

    Spoiler:
    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.

    Blessings Deck Card 11 - Turn 11 Raheli

    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 12 - Turn 12 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 13 - Turn 13 Red_Raven

    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 14 - Turn 14 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 15 - Turn 15 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.

    Citadel
    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: Seoni/EmpTyger, Safe Harbor (recharge 1d4+1 random cards from discard, instead of your first exploration here)

    Collapsing Bridge
    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

    Mill
    At This Location (Open): 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: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Aric/AbrahamZ

    Mill Card 1:
    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 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.
    Mill Card 3:
    Traitor
    Monster B
    Traits: Elite Human
    To Defeat: Combat 11
    Before the encounter, discard a random ally from your hand.
    Mill Card 4:
    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 5:
    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 6:
    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 7:
    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
    At This Location (Open): 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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Town Square Card 1:
    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 2:
    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 3:
    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 4:
    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.

    Cell
    At This Location (Open): 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: 1 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/NathanDavis

    Cell 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.
    Cell Card 2:
    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 3:
    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 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.
    Cell Card 5:
    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 6:
    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.

    Cemetery
    At This Location (Open): 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: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Korundo/Bigguyinblack

    Cemetery Card 1 (Ogre):
    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 2:
    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 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.


  • Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Gods o’clock
    Arcane 10: 1d12 + 4 ⇒ (11) + 4 = 15
    Safe Harbor is recharged
    Moving to Cemetery
    Seoni dropped the restorative aura as she left the citadel. That masked avenger had mentioned a half-orc hunter prowling the cemetery. Perhaps it was time to get to know her companions better.

    Exploring Cemetery 1: Ogre

    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.

    Discarding Clinging Venom to draw Frostbite. Displaying Frostbite, discarding Blessing of the Spellbound
    Combat 14: 2d12 + 4 + 1d6 ⇒ (2, 12) + 4 + (3) = 21
    Ogre is banished. Frostbite is recharged
    The undead ogre that Korundo was already struggling with the cold. Seoni blasted it with frost energy until it collapsed.

    Discarding Toad to explore Cemetery 2: Oracular Pool

    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.

    Discarding Blessing of Pharasma
    Arcane 11+2=13: 2d12 + 4 ⇒ (7, 7) + 4 = 18
    Oracular Pool is displayed
    Closing Cemetery:
    Drawing Blessing of the Spellbound, burying Wand of Force Missile

    "There's more than one way of hunting." Seoni released her toad familiar, which hopped away into a stagnant pool. The sorcerer fired magic missile after magic missile into its waters, staring at the ripples for oracular glimpses of Pharasma's- and her own- plan. Finally she looked up and smiled at the half-orc. "Our hunt continues."

    (At the start of Aric's turn)
    Recharging Surgeon to cure Menagerie Keeper

    While Seoni's emotions were strong, the surgeon fed her another health potion, still tending to her physical health.

    Seoni wrote:

    Hand: Delve, Brodert Quink, Blessing of the Spellbound 1, Surgeon, Locate Object, Bestiary of Garund, Fire Snake,

    Displayed:
    Deck: 6 4 Discard: 8 9 Buried: 1
    Notes: At Cemetery. Do not cure until oracle appears.
    Ask before using: Blessing of Spellbound (+1 die, recharge if Arcane or Divine); Brodert Quink (examine and rearrange bottom 3 cards of any location)
    Can use without asking: Blessing if would recharge; Delve (+1d8 to acquire weapon/armor/item)

    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.


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

    It is (still!The Red Raven glances towards the clock and considers whether time moves differently on this comet...) the hour of the Gods.

    The Red Raven stays at the Mill and looks around.

    After move step, examine Mill 1. Then explore it

    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.

    Discard Dogslicer +1
    Combat 9+2=11: 1d10 + 4 + 1d6 + 1 + 1d6 - 3 ⇒ (7) + 4 + (3) + 1 + (6) - 3 = 18 Card 1 is banished

    Recharge Blessing of the Ancients 2 to examine Mill 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.

    The Red Raven sees a sacred amulet of Lamashtu up ahead and sends a message to his friend Kurundo, thinking that it's just his kind of thing.

    Reset hand, end turn

    The Red Raven wrote:

    Hand: Blessing of Lamashtu aq, Mask of the Red Raven, Kukri, Blessing of the Ancients 1,

    Displayed: Gambeson,
    Deck: 11 Discard: 2 Buried: 0
    Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster
    Sideboard cards: Rapier, Archer aq, Stalking Armor,

    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:
    * Mill card 1 is banished
    * Mill card 2 is Blessing of Lamashtu (which I believe is an auto-acquire for Kurundo)


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

    Blessing of the Gods in effect. Choosing +1 to hand size this turn.

    Korundo notices Seoni is injured and does what he can.

    cast Cure targeting Seoni: 1d4 + 1 ⇒ (3) + 1 = 4
    recharge 8: 1d8 + 4 ⇒ (6) + 4 = 10

    A little bird told Korundu that the mill was a good place to visit.

    He travels there and finds a holy symbol of Lamashtu.

    Mill 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.

    Auto acquire blessing. Recharge armor. End turn.

    Korundo wrote:

    Hand: Blessing of the Green Faith 1, Frilled Lizard, Crocodile Skin Armor, Amulet of Mighty Fists, Blessing of Lamashtu aq,

    Displayed: Leryn,
    Deck: 10 Discard: 2 Buried: 1
    "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 Lamashtu: Discard to add 1 die, bury to add 2 dice to defeat a monster.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Location: Mill"
    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 use 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>

    Seoni is healed for 4.
    Mill card 2 acquired.


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

    Aba-Day

    Recharge Master Cartman to Draw Acolyte 2

    Seoni's adventures in military equipment continue as she finds a Glaive

    Auto-fail and banish

    Discard Shy Ratani to explore

    The Shy Ratani tries to pocket a vial of Holy Water.

    Wisdom 8: 1d6 + 1d8 ⇒ (1) + (4) = 5

    She does so slyly without Raheli noticing.

    Discard Old Salt to Explore

    Somehow Old Salt fishes up a Bunyip.

    Autofail BYA Add 1 to Difficulty. Recharge Sapphire of Intelligence, Silver Raven Figurine, Stone Skin

    Combat 9+1: 1d10 + 2 + 1d8 + 2d4 ⇒ (5) + 2 + (8) + (2, 4) = 21

    It falls to Sapphires, Ravens and Stones flung from Raheli's telekinetic hair.

    Raheli wrote:

    Hand: Acolyte 2, Blessing of Wadjet, Haste , Compass, Boots of Friendly Terrain, Embalming Fluid, Blue Star,

    Displayed: Daji,
    Deck: 9 Discard: 13 Buried: 1
    Notes: Blessing of Wadjet for Boons. Blue Star at Location.
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    (Korundo’s turn)
    Chronicler, Toad, Spellbook, Elven Chain Shirt are cured

    Despite Seoni’s protestations, the half-orc insisted on curing the sorcerer before he left. “Thanks,” said Seoni, as the pain went away.

    (Seoni’s turn)
    Blessing 4: Lamashtu o’clock
    Discarding Delve to draw Spellbook. Revealing Spellbook

    Arcane 8: 1d12 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10
    Delve is recharged. Moving to Cell
    The sorcerer took a moment to consult a spellbook, then descended to a cell.

    Exploring Cell 4: Oracular Pool

    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.

    Revealing Spellbook, recharging Blessing of the Spellbound
    Arcane 11+2=13: 2d12 + 4 + 1d4 ⇒ (6, 6) + 4 + (3) = 19
    Oracular Pool is displayed
    Closing Cell: Burying Brodert Quink

    Seoni traced the patterns in the pool, mirroring the ones in the book. “Is this the place?” asked Brodert Quink. Seoni nodded, feeling it in her blood. The sage remained behind to study the phenomenon.

    Ending turn. Resetting hand

    Seoni wrote:

    Hand: Spellbook, Frostbite, Pyrotechnic Blast, Menagerie Keeper, Locate Object, Bestiary of Garund, Fire Snake,

    Displayed:
    Deck: 8 Discard: 4 Buried: 2
    Notes: At Cell
    Ask before using:
    Can use without asking:

    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.


    Red Raven flips over another Oracle - remember there's +8 to checks to defeat it (not for the BYA check).
    Korundo must also make the BYA check.

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

    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.
    Additional Rules: Oracular Pools Displayed: 4 (+8 to checks to defeat Oracle of Iovo)
    Turn: 25, Aric/AbrahamZ

    Random Monsters:

    Monster 1
    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.

    Monster 2

    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 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:
    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.

    Monster 5

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

    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:
    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 3

    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.

    Barrier 4

    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 5

    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.

    Random Weapons:

    Weapon 1
    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.

    Weapon 2

    Spoiler:
    Light Crossbow +1
    Weapon 2
    Traits: Bow Magic Piercing Ranged
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1.

    If you are proficient with weapons, you may discard this card to add 1d4 to a combat check by a character at another location.

    Weapon 3

    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 4

    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 5

    Spoiler:
    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.

    Random Spells:

    Spell 1
    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.

    Spell 2

    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.

    Spell 3

    Spoiler:
    Speed
    Spell 1
    Traits: Arcane Divine Magic
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Display this card and select a character. For the rest of the turn, add 3 to that character's checks that use her Dexterity die. Discard this card at the end of the turn.
    If you do not have 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 4

    Spoiler:
    Levitate
    Spell B
    Traits: Arcane Basic Magic
    To Acquire: Intelligence Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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:
    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.

    Random Armor:

    Armor 1
    Spoiler:
    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.

    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:
    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 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:
    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.

    Random Items:

    Item 1
    Spoiler:
    Potion of Glibness
    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 Diplomacy check.

    Item 2

    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.

    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:
    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.

    Item 5

    Spoiler:
    Potion of Vision
    Item B
    Traits: Alchemical Basic Liquid
    To Acquire: Intelligence Craft 4
    Banish this card and chose a character at your location to succeed at a Perception check.

    Random Allies:

    Ally 1
    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 2

    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 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.

    Ally 4

    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.

    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 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 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 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 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:

    Oracle of Iovo:
    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.

    Blessings Remaining: 10

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Korundo

    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.

    Blessings Deck Card 2 - Turn 2 Raheli

    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 3 - Turn 3 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 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:
    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.

    Blessings Deck Card 6 - Turn 6 Raheli

    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 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 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 9 - Turn 9 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 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.

    Citadel
    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: Safe Harbor (recharge 1d4+1 random cards from discard, instead of your first exploration here)

    Collapsing Bridge
    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

    Mill
    At This Location (Open): 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: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Aric/AbrahamZ, Korundo/Bigguyinblack

    Mill Card 1:
    Traitor
    Monster B
    Traits: Elite Human
    To Defeat: Combat 11
    Before the encounter, discard a random ally from your hand.
    Mill Card 2:
    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 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.
    Mill Card 4:
    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 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.

    Town Square
    At This Location (Open): 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: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Town Square Card 1:
    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 2:
    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 3:
    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 4:
    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.

    Cell
    At This Location (Open): 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Raheli/NathanDavis

    Cemetery
    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: Seoni/EmpTyger


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

    Constitution 5 +2: 1d10 ⇒ 7

    Korundo avoids the bitter cold. Or considering what it is in the RPG the negative energy attack maybe.


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

    It is the hour of the Oracle!

    The Red Raven glances into the sky and sees the Oracle of Iovo descending upon him. How dreadful. He quickly scampers up the clock tower and sets the clock back an hour to the hour of Lamashtu.

    Recharge Mask of the Red Raven to evade the encounter

    Per Mask power, Red Raven has to end his turn

    Reset hand? Assuming that the power doesn't prevent me from doing hand reset as part of ending turn, Red Raven draws one card: Clockwork Spy.

    End turn

    The Red Raven wrote:

    Hand: Blessing of Lamashtu aq, Clockwork Spy, Kukri, Blessing of the Ancients 1,

    Displayed: Gambeson,
    Deck: 11 Discard: 2 Buried: 0
    Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster
    Sideboard cards: Rapier, Archer aq, Stalking Armor,

    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.


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

    Blessing of Gorum in effect. Choosing +1d4 to animal trait feat.

    Leryn scouts around and reveals a nearby Traitor.

    Not wanting to deal with the dishonorable toppa' Korundo travels to the Town Square instead.

    Town Square Card 1: 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.

    ranged dmg: 1d4 - 1 ⇒ (4) - 1 = 3 Bury Crocodile Skin Armor to prevent the dmg.

    A Scout ruins Korundo's nice armor. It makes him very mad.

    combat 8 +2 revealing Frilled Lizard to use Survival +1d6, adding 1d4 from feat, revealing AoMF: 1d8 + 1d6 + 2d4 + 3 ⇒ (8) + (3) + (2, 4) + 3 = 20

    After beating the scout up for awhile Korundo sends Leryn to scout before he explores further.

    Card 2 Oracular Pool, Card 3 Trapped Locker.

    Having no desire to mess with the strange pool Korundo waits.

    Korundo wrote:

    Hand: Blessing of the Green Faith 1, Frilled Lizard, Amulet of Mighty Fists, Blessing of Lamashtu aq,

    Displayed:
    Deck: 10 Discard: 2 Buried: 2
    "Notes: Blessing of Lamashtu: Discard to add 1 die, bury to add 2 dice to defeat a monster.

    Blessing of the Green Faith: Recharge to add 1 die to any check not made by me.

    Location: Town Square"
    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 use 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>

    Mill card #1 examined and is a Traitor.
    Town Square card #1 banished.
    Town Square cards #2 and 3 examined and are Oracular Pool and Trapped Locker respectivly.


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

    Irori Time

    Raheli heads back to mill to deal with the Traitor

    BYA Discard Acolyte 2

    Recharge Embalming Fluid and Bury a Blessing of Lamashtu from either Korundo or Red Raven

    Combat 11: 1d10 + 2 + 1d8 + 2d10 ⇒ (10) + 2 + (4) + (3, 5) = 24

    The traitorous acolyte is sacrificed to the Mother of Monsters.

    Discard Haste

    A Skinsaw Ritual also happens to take place. Summon and Encounter Skinsaw Cultist

    Recharge Blue Star and Bury a Blessing of Lamashtu from either Korundo or Red Raven

    Combat 11: 1d10 + 2 + 1d8 + 2d10 ⇒ (6) + 2 + (3) + (5, 5) = 21

    Another poor soul sacrificed to the Mother of Monsters.

    Recharge Haste Arcane 10: 1d8 + 2 ⇒ (1) + 2 = 3

    Discard Blessing of Wadjet to Examine and Explore an Ambush??

    Dexterity 9+2: 1d10 + 2 ⇒ (9) + 2 = 11

    FREE EXPLORE

    Almost ambushed by a Potion of Fortitude

    Intelligence 4: 1d8 ⇒ 2

    Discard Compass to Explore

    Finally, Raheli discovers the Oracular Pool

    Recharge Korundo's Blessing of Green Faith

    Disable 9+2: 1d10 + 4 + 1d10 ⇒ (3) + 4 + (4) = 11

    Discard Boots of Friendly Terrain

    Dexterity 9: 1d10 + 2 + 1d8 ⇒ (10) + 2 + (1) = 13

    Exhausted Raheli collapses the Mill into the Pool.

    Raheli wrote:

    Hand: Corrosion, Dogslicer, Acolyte 1, Staff of Minor Healing, Guide , Master Cartman,

    Displayed: Daji,
    Deck: 11 Discard: 18 Buried: 1
    Notes:
    Sideboard cards:

    On Seoni's turn: Recharge Staff of Minor Healing and Acolyte 2

    Raheli wrote:

    Hand: Corrosion, Dogslicer, Acolyte 1, Guide , Master Cartman,

    Displayed: Daji,
    Deck: 7 Discard: 17 Buried: 1
    Notes: Corrosion for Seoni!
    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.


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Blessing 3: Gods o’clock
    Moving to Town Square.
    Discarding Locate Object to examine Town Square 1, 2, 3 and encounter Town Square 3: Augury

    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.

    Revealing Spellbook
    Arcane 6: 1d12 + 4 + 1d4 ⇒ (7) + 4 + (1) = 12
    Augury is acquired. Shuffling Town Square. Revealing Spellbook.
    Arcane 8: 1d12 + 4 + 1d4 ⇒ (2) + 4 + (2) = 8
    Locate Object is recharged
    All roads led to the center of town. Seoni concentrated for a moment, then returned to where she had battled the oracle. Her sorcery revealed runes of augury inscribed in the ice.

    Shuffled Town Square: 1d2 + 1 ⇒ (1) + 1 = 2
    Exploring Town Square 2: Oracular Pool

    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.

    Revealing Spellbook. Recharging The Red Raven’s Blessing of the Ancients with Basic top blessing.
    Arcane 11+2=13: 2d12 + 4 + 1d4 ⇒ (2, 7) + 4 + (3) = 16
    Oracular Pool is banished. Leaving Town Square open
    Seoni’s sorcery melted the surrounding ice, filling a final oracular pool.

    Discarding Menagerie Keeper to explore Town Square 3: Trapped Locker

    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.

    Discarding Pyrotechnic Blast to use Arcane, revealing Spellbook
    Arcane Disable 9: 1d12 + 4 + 2d4 + 1d4 ⇒ (7) + 4 + (4, 1) + (3) = 19
    Revealing Spellbook
    Arcane 8: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (3) = 18
    Pyrotechnic Blast is recharged. Trapped Locker is banished. Random Armor 1: Deathbane Shield is acquired
    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.

    Within the waters was a treasure chest. “It’s locked,” remarked the menagerie keeper. Seoni smiled and pointed. One explosion later, it wasn’t.

    Closing empty Town Square: Banishing Augury
    Seoni spoke the words of augury, and the death’s head spoke something in a primeval tongue. Then the inscription faded. Seoni stood, satisfied. “We’re done here.”

    We win!


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

    Huzzah!


    "I have just received word that the Icy Reservoirhas now been cleared, claimed, and it is now safe for travel! We are nearly there, Pathfinders!”

    Sorrina Westyr's image flickers as the rain picks up once more. "Those near the Labyrinth of Flame push to help those currently trapped there. Everyone else begin heading towards the Vault entrance as I have a plan!"

    GM's enact the Water event elemental manifestation.

    The Icy Reservoir has now been Claimed!


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Gaining Power Feat: When you acquire an ally or a spell, you may draw a card.
    Upgrading Ally B Chronicler into Ally 2 Cleric of Nethys.
    Preupgrading Armor 2 Helm of Telepathy.

    Seoni sought advise from Valisa, a cleric who had joined the expedition, hoping for some insight into some vague words spoken by the skull on the shield. “Flametongue licking the heart’s blood / Fire in the mind’s eye”
    Valisa closed her eyes, considering the meaning. “Heart’s blood represents sorcery, and the mind’s eye telepathy. That seems clear enough, although the duality certainly evokes Nethys.” Seoni was silent, reflecting on the cleric’s words. “So, what’s it all about?”
    Seoni responded simply. “Power.”


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

    Raheli looks into the future and determines where she needs to be, a Thassilonian Dungeon!
    I know the next scenario and don't want to block the rest of the group from starting because of my time zone

    Raheli wrote:

    Hand: Sapphire of Intelligence, Staff of Minor Healing, Gem of Physical Prowess, Boots of Friendly Terrain, Silver Raven Figurine, Stone Skin,

    Displayed: Flying Squirrel,
    Deck: 11 Discard: 0 Buried: 0
    Notes: Stone Skin Available. And Silver Raven to offload junk...or if you want to borrow ANY of my items!
    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.


    COMPLETED SCENARIO 8-00B1: FROZEN CITY

    SCENARIO REWARD:

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

  • Each character chooses a card from the box that has an adventure deck number less than or equal to the scenario’s adventure deck number and notes it on her Chronicle sheet. When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade.

    TIER ADVANCEMENT:

  • Seoni, Korundo and Aric earn a power feat.

    CONVENTION BOON:

  • After every second scenario, roll 1d20. On a 1 or 20 you win the following Player Boon...

    □ □ □ □ Amateur Swashbuckler: You may check an unchecked box that precedes this reward to add or remove the Swashbuckling trait from your check. If your character has the Swashbuckler trait, you may add an additional 1d4.

    DEVELOPMENT:

    As you neutralize the last of the malfunctioning runes, the oracle seems to notice you for the first time. She speaks a few words of magic, and suddenly you can understand her words with ease. The spirit identifies herself as the Voice of Seven Songs, and although she remembers only a fraction of her life on Iovo, she speaks with authority about the marid—a powerful water genie—named Zhaleh who guards this route into Aucturn’s Tear. It’s said that Zhaleh never served willingly, and when Elemental Lord Ayrzul’s captive in the asteroid began to break free, the marid rebelled. The Voice of Seven Songs can guide you into the ice caverns below. Perhaps there you can find Zhaleh and the treasure beyond.

    ACQUIRED CARDS:

    Acolyte (Ally B)
    Soldier (Ally B)
    Crow (Ally B)
    Shalelu Andosana (Ally B)
    Archer (Ally B)
    Acolyte (Ally B)
    Guide (Ally B)
    Burglar (Ally B)
    Toad (Ally 1)
    Brodert Quink (Ally 2)

    Magic Shield (Armor B)
    Arrow Catching Studded Leather (Armor 2)
    Deathbane Shield (Armor 2)

    Blessing of Lamashtu (Blessing 1)
    Blessing of Lamashtu (Blessing 1)

    Wand of Force Missile (Item 1)
    Chime of Unlocking (Item 2)

    Haste (Spell 2)

    Short Sword (Weapon B)
    Dogslicer +1 (Weapon 1)
    Dogslicer (Weapon 1)
    Short Sword +1 (Weapon 1)
    Longbow +1 (Weapon 1)
    Heavy Pick +1 (Weapon 2)
    Scythe +1 (Weapon 2)


  • 8-00B2: ICE IS NICE

    When the vile elemental lord of water Kelizandri agreed to help his earthen colleague Ayrzul guard a treasure, the Brackish Emperor sent the marid Zhaleh with an army of water elementals, mephits, and other aquatic creatures. Zhaleh and her allies serve Kelizandri only out of fear, so when the captive held in Aucturn’s Tear began to break free, Zhaleh saw a chance to lead her friends to freedom. Ayrzul’s generals were not amused, and they caused Aucturn’s Tear to stop spinning, freezing Zhaleh and her minions in ice.

    Warm air has melted away slick tunnels through the ice, leading ever deeper toward the asteroid’s interior and Zhaleh’s prison. Although frozen beasts and chilling spectres haunt these narrow halls, the equally dangerous challenge is descending the slick passages on your feet and not on your rear. Falling wouldn’t be so bad were it not for the icicles the size of greatswords that can skewer anything so unlucky as to collide with them. Even then, you don’t want to be trapped in the frigid depths for too long.

    All the while, you can hear the echoes of Zhaleh’s defiance from deeper below. Find her, free her, and perhaps she will lend her power to the Pathfinder Society. That assumes, of course, that you can convince her to help out rather than flee while she can. It’s nothing your charm and a few inspiring tales of your heroic deeds can’t solve, right?

    DURING THIS SCENARIO:

  • At the start of your move step, succeed at a Dexterity or Acrobatics check with a difficulty of 9 plus the scenario’s adventure deck number (Hereinafter listead as "11") or move to a random open location and end your move step.


  • As before, I'm posting the scenario before everyone's picked starting locations and drawn opening hands. Please pick your finalized starting locations, draw your hands, and begin when ready. Note that movement is almost completely random during this scenario (and remember that random movements can indeed move you to the same location you're already in).

    I'll make another post once everyone's picked starting locations and I'm awake and able to, but you do not have to wait for it.

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

    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 move step, succeed at a Dexterity or Acrobatics check with a difficulty of [11] or move to a random open location and end your move step.

    Turn: 1, 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:
    Ghost
    Monster B
    Traits: Elite Ghost Incorporeal Undead
    To Defeat: Combat 12 OR Wisdom Divine 8
    The Ghost is immune to the Mental and Poison traits.
    If the check to defeat does not have the Magic trait, the Ghost is undefeated.

    Monster 3

    Spoiler:
    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.

    Monster 4

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

    Monster 5

    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.

    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:
    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 4

    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 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:
    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.

    Weapon 2

    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.

    Weapon 3

    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 4

    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.

    Weapon 5

    Spoiler:
    Longsword +1
    Weapon B
    Traits: Magic Melee Slashing Sword
    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.

    Random Spells:

    Spell 1
    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 2

    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.

    Spell 3

    Spoiler:
    Levitate
    Spell B
    Traits: Arcane Basic Magic
    To Acquire: Intelligence Arcane 6
    At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
    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 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:
    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 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 2

    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 3

    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 4

    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 5

    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.

    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:
    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.

    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:
    Luckstone
    Item B
    Traits: Magic Object
    To Acquire: Wisdom Survival 5
    Discard this card to add 1 to your check.
    If you would fail a check by 1, you may bury this card to succeed.
    Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

    Item 5

    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.

    Random Allies:

    Ally 1
    Spoiler:
    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.

    Ally 2

    Spoiler:
    Ven Vinder
    Ally 1
    Traits: Human Shopkeeper
    To Acquire: Charisma Diplomacy 6 OR Dexterity Stealth 8
    Banish this card to add a random item from the box to your hand.

    Ally 3

    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 4

    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 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 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 Abadar
    Blessing 2
    Traits: Abadar Divine
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessing 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 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.

    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: 29

    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 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 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 Aric/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 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 Raheli

    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 7 - Turn 7 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 8 - Turn 8 Aric/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 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 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 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 Aric/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 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 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 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 Aric/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 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 18 - Turn 18 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 19 - Turn 19 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 20 - Turn 20 Aric/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 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 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/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 25 - Turn 25 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 26 - Turn 26 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 27 - Turn 27 Seoni

    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.

    Blessings Deck Card 28 - Turn 28 Aric/Red_Raven

    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.

    Blessings Deck Card 29 - Turn 29 Korundo

    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.

    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: Aric/AbrahamZ, Korundo/Bigguyinblack, Seoni/EmpTyger

    Canyon Card 1:
    Rat Swarm
    Monster B
    Traits: Animal Elite Swarm
    To Defeat: Combat 8
    If you do not defeat the Rat Swarm by at least 4, shuffle it into the deck it came from; the Rat Swarm still counts as defeated.
    Canyon Card 2:
    Bastard Sword +1
    Weapon 1
    Traits: 2-Handed Magic Melee Slashing Sword
    To Acquire: Strength Melee 9
    For your combat check, reveal this card to roll your Strength or Melee die + 1d10+1; you may additionally discard this card to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
    Canyon Card 3:
    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.
    Canyon Card 4:
    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.
    Canyon Card 5:
    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 6:
    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.
    Canyon Card 7:
    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.
    Canyon Card 8:
    Icy Terrain
    Henchman 2
    Type: Barrier
    Traits: Obstacle Cold Veteran
    To Defeat: Intelligence Wisdom Survival 10
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Canyon Card 9:
    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.
    Canyon Card 10:
    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.

    Dam
    At This Location (Open): You may not move or be moved from this location unless another character is present.
    When Closing: Bury 1d4 cards of your choice from your hand. If you don't have enough cards in your hand to do so, bury any remaining cards from the top of your deck instead.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dam Card 1:
    Icy Terrain
    Henchman 2
    Type: Barrier
    Traits: Obstacle Cold Veteran
    To Defeat: Intelligence Wisdom Survival 10
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dam Card 2:
    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.
    Dam Card 3:
    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.
    Dam Card 4:
    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.
    Dam Card 5:
    Heavy Crossbow
    Weapon B
    Traits: 2-Handed Bow Piercing Ranged
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Dam Card 6:
    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.
    Dam Card 7:
    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.
    Dam Card 8:
    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.
    Dam Card 9:
    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.
    Dam Card 10:
    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.

    Deeper Dungeons
    At This Location (Open): The difficulty of combat checks is increased by 1.
    When Closing: Succeed at a Constitution or Fortitude 8 check.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Deeper Dungeons Card 1:
    Longbow
    Weapon B
    Traits: 2-Handed Bow Elite Piercing Ranged
    To Acquire: Dexterity Ranged 5
    For your combat check, reveal this card to roll your Dexterity or Ranged die + your unmodified Strength die. 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 to a combat check at another location.
    Deeper Dungeons Card 2:
    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.
    Deeper Dungeons Card 3:
    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.
    Deeper Dungeons Card 4:
    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.
    Deeper Dungeons 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.
    Deeper Dungeons Card 6:
    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.
    Deeper Dungeons 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.
    Deeper Dungeons Card 8:
    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.
    Deeper Dungeons Card 9:
    Icy Terrain
    Henchman 2
    Type: Barrier
    Traits: Obstacle Cold Veteran
    To Defeat: Intelligence Wisdom Survival 10
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Deeper Dungeons Card 10:
    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.

    Warrens
    At This Location (Open): When you encounter a monster, put a random monster from the box on top of another random open location deck.
    When Closing: Succeed at a Dexterity or Acrobatics 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 2 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Warrens Card 1:
    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.
    Warrens 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.
    Warrens Card 3:
    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.
    Warrens Card 4:
    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.
    Warrens Card 5:
    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.
    Warrens Card 6:
    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.
    Warrens Card 7:
    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.
    Warrens Card 8:
    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.
    Warrens Card 9:
    Zhaleh Setat
    Villain 2
    Type: Monster
    Traits: Outsider Elemental Janni Cold Veteran
    To Defeat: Combat 13 THEN Combat 15 OR Diplomacy 13
    Zhaleh Setat is immune to the Cold and Poison traits. The difficulty to defeat is increased by the scenario’s adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    Before you act, recharge a weapon or spell, then examine the top card of your deck. If it is a weapon or spell, discard it; otherwise, draw it.
    Warrens Card 10:
    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.

    Abbatoir
    At This Location (Open): The difficulty of any check to defeat a bane is increased by the number of characters at all locations.
    When Closing: Summon and defeat the henchman Brimorak.
    When Permanently Closed: On closing, recharge a random weapon from your discard pile.
    M: 4 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: None

    Abbatoir Card 1:
    Dagger
    Weapon B
    Traits: Basic Knife Piercing Ranged
    To Acquire: Dexterity Ranged 3
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add another 1d4.
    When playing another weapon, you may discard this card to add 1d4 to the combat check.
    Abbatoir Card 2:
    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.
    Abbatoir Card 3:
    Goblin Commando
    Monster B
    Traits: Elite Goblin Ranger
    To Defeat: Combat 9
    Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
    Abbatoir Card 4:
    Heavy Crossbow
    Weapon B
    Traits: 2-Handed Bow Piercing Ranged
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10.
    If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
    Abbatoir 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.
    Abbatoir Card 6:
    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.
    Abbatoir Card 7:
    Goblin Pyro
    Monster 1
    Traits: Elite Goblin Warrior
    To Defeat: Combat 8
    After the encounter, the Goblin Pyro deals 1 Fire damage to you.
    Abbatoir Card 8:
    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.
    Abbatoir Card 9:
    Icy Terrain
    Henchman 2
    Type: Barrier
    Traits: Obstacle Cold Veteran
    To Defeat: Intelligence Wisdom Survival 10
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Abbatoir Card 10:
    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.

    Thassilonian Dungeon
    At This Location (Open): If you play a spell with the Arcane trait, you may immediately draw a card.
    When Closing: Succeed at an Intelligence or Arcane 7 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 3 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Raheli/NathanDavis

    Thassilonian Dungeon Card 1:
    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.
    Thassilonian Dungeon Card 2:
    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.
    Thassilonian Dungeon 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.
    Thassilonian Dungeon Card 4:
    Web
    Spell 2
    Traits: Arcane Attack Elite Magic
    To Acquire: Intelligence Arcane 6
    Discard this card to evade a monster whose highest difficulty to defeat is 16 or lower; put it on either the top or the bottom of the location deck.
    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.
    Thassilonian Dungeon Card 5:
    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.
    Thassilonian Dungeon Card 6:
    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.
    Thassilonian Dungeon Card 7:
    Icy Terrain
    Henchman 2
    Type: Barrier
    Traits: Obstacle Cold Veteran
    To Defeat: Intelligence Wisdom Survival 10
    The difficulty to defeat is increased by the scenario’s adventure deck number.
    If undefeated, Icy Terrain deals an amount of Cold damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thassilonian Dungeon Card 8:
    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.
    Thassilonian Dungeon Card 9:
    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.
    Thassilonian Dungeon Card 10:
    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.


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

    Card upgrade ally 1. Power Feat +1 hand size. Setting aside Wintervine for extra upgrade later. Cohort will be Leryn. Starting location Abattoir. Favored card Ally.

    Korundo wrote:

    Hand: Blessing of the Elements, Crocodile Skin Armor, Frilled Lizard, Charm Animal, Cloud Puff (plant),

    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.

    Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.

    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: Abattoir"
    Sideboard cards:

    During Alric's turn.

    Korundo calls in an animal friend.

    Bury Charm Animal to draw random ally #4 Crow (ally B)

    Korundo wrote:

    Hand: Blessing of the Elements, Crocodile Skin Armor, Frilled Lizard, Crow aq, Cloud Puff (plant),

    Displayed: Leryn,
    Deck: 10 Discard: 0 Buried: 1
    "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.

    Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.

    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: Abattoir"
    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 5*
    "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 use 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>


    As Aric

    Starting location Warrens.

    Aric wrote:

    Hand: Clockwork Spy, Appleslayer, Rapier, Lookout, Blessing of the Spy, Gambeson,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster"
    Sideboard cards: Quick-Change Mask, Captain's Cutlass 1, 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 [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 ([X] 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.

    Start of turn Aric wanders off and Red Raven wanders back. Put Gambeson in kit and take Quick-Change Mask.

    The Red Raven wrote:

    Hand: Clockwork Spy, Appleslayer, Rapier, Lookout, Blessing of the Spy, Quick-Change Mask,

    Displayed:
    Deck: 9 Discard: 0 Buried: 0
    "Notes: Location: Mill
    Blessing of the Ancients
    Blessing of Lamashtu - bury to add +2 dice to defeat monster"
    Sideboard cards: Gambeson, Captain's Cutlass 1, Stalking Armor,

    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 ([X] 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.)

    acrobatics 11: 1d10 + 3 ⇒ (9) + 3 = 12

    The Red Raven resists the onrushing tide then surveys the area.
    At end of move step examine top card of my location. Standard Bearer.

    Red Raven wanders off to tell his friend Aric of this new friend.

    Switch to Aric and replace Lookout with Stalking Armor.

    Warrens Card 1: 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.

    diplomacy 6: 1d10 + 3 ⇒ (10) + 3 = 13

    As they chat a Clockwork Spy does it's thing.

    Display Clockwork Spy to examine top card of location and maybe explore. Short Sword.

    Warrens 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.

    Aric checks out the weapon but leaves it alone. banish it.

    Recharge Blessing of the Spy to examine top card of Warrens. Zombie. Red Raven comes back.

    Discard Standard Bearer to explore.

    Warrens Card 3: 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.

    Red Raven fends off a zombie with his Rapier.

    combat 9 using Rapier, banishing Clockwork Spy to add 1d6: 1d10 + 1d6 + 4 ⇒ (10) + (3) + 4 = 17

    Red Raven celebrates his voictory.

    End turn.

    The Red Raven wrote:

    Hand: Appleslayer, Rapier, Stalking Armor, Quick-Change Mask,

    Displayed:
    Deck: 10 Discard: 1 Buried: 0
    Notes: Location: Warens
    Sideboard cards: Gambeson, Captain's Cutlass 1, Lookout,

    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 ([X] 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.)


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

    Blessing of the Gods in effect. Choosing +1d4 to animal trait feat.

    Leryn scouts the Abattoir. As she comes back to tell Korundo of a nearby Dagger they both get swept away by water.

    random location: 1d6 ⇒ 5

    Then swept back to the Abattoir.

    "Fun!"

    Korundo takes a look at the weapon but not needing to pick his teeth right now he tosses banishes it away.

    Discard Crow to explore.

    Abbatoir Card 2: 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.

    bury Cloud Puff (plant) to avoid BYA check. Survival 5 to recharge: 1d8 + 3 ⇒ (1) + 3 = 4

    combat 12 revealing Frilled Lizard to use Survival +1d6: 1d8 + 1d6 + 1d4 + 3 ⇒ (4) + (1) + (1) + 3 = 9

    Bury Fire Gecko. Ick. Faceless Stalker is shuffled into location.

    Leryn scouts some more.
    examine top card: 1d9 + 1 ⇒ (9) + 1 = 10 Goblin Raid barrier 1
    examine next card: 1d8 + 1 ⇒ (8) + 1 = 9 Icy Terrain Henchman 2

    End turn drawing 2 cards including drawing and displaying Leryn.

    Korundo wrote:

    Hand: Blessing of the Elements, Crocodile Skin Armor, Frilled Lizard, Blessing of the Green Faith 2,

    Displayed: Leryn,
    Deck: 8 Discard: 1 Buried: 3
    "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.

    Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.

    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: Abattoir"
    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 5*
    "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 use 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 Abattoir banished.
    Faceless Stalker previously card 2 of Abattoir shuffled into location.
    Current top card of Abattoir has been examined and is Goblin Raid (barrier 1)
    Current card 2 of Abattoir has been examined and is Icy Terrain (henchman 2)


    When Korundo encountered the Zombie random monster #1 got placed on another open location.

    location?: 1d6 ⇒ 3 Deeper Dungeons


    Female Human Kobold Sorcerer/Fire Element Master Deck Handler

    Starting at Thassalonian Dungeon
    Seoni explored a dungeon with Raheli.

    Seoni wrote:

    Hand: Cleric of Nethys, Blessing of the Spellbound 2, Sphere of Fire, Elven Chain Shirt, Spellbook, Surgeon, Fire Snake,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: At Thassalonian Dungeon.
    Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/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 ([X] or a spell), you may draw a card.

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