| Korundo |
I'll skip the search then.
| Seoni WotR-EmpTyger |
(During Raheli's turn)
Summoning Goblin Raider
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
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
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
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
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.
Hand:
Displayed:Surgeon,Clinging Venom, Elven Chain Shirt, Fire Snake, Frostbite, Blessing of Pharasma, Bestiary of Garund,
Deck: 108Discard: 23Buried: 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
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 Z. |
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!
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!
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.
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
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,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary (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
| Red Raven Z. |
Healing 3 from Kurundo noted. Many thanks.
| Korundo |
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
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
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.
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
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:
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.
| Raheli |
Erastil Hour
Raheli shares the secrets of Delve with Seoni Give Card
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
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
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:
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)
| Seoni WotR-EmpTyger |
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
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
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)
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.
| Raheli |
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
| BR Yewstance |
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:
During This Scenario:
Turn: 9, Aric/AbrahamZ
Monsters
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 1
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 8 After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Monster 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 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
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 B
Traits:
Basic
Cache
To Defeat:
Intelligence
Knowledge
Wisdom
Survival 6 If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Trap
To Defeat:
Wisdom
Perception 7
OR Dexterity
Acrobatics 8 If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.
Barrier 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
Weapon B
Traits:
2-Handed
Basic
Bludgeoning
Melee
Staff To Acquire:
Strength
Melee 3 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.
Weapon B
Traits:
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.
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 B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon B
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
Spell B
Traits:
Arcane
Attack
Basic
Electricity
Magic To Acquire:
Intelligence
Arcane 4 For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell B
Traits:
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.
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 1
Traits:
Arcane
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 6 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Spell 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
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 B
Traits:
Basic
Heavy Armor To Acquire:
Constitution
Fortitude 3 Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor B
Traits:
Elite
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 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 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
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 2
Traits:
Clothing
Magic To Acquire:
Dexterity
Stealth 5 Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 1
Traits:
Arcane
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.
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.
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
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 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.
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 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
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Erastil To Acquire:
Dexterity 4
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 26
Blessings Deck
Blessing of Desna
Blessing B
Traits:
Desna
Divine To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Citadel
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
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 2 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Raheli/NathanDavis, None
Ally B
Traits:
Human
Warrior To Acquire:
Charisma
Diplomacy 8 Discard this card to add 1d6 to a combat check.
Discard this card to explore your location.
Weapon B
Traits:
Basic
Finesse
Melee
Piercing
Sword To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Spell 2
Traits:
Arcane
Magic To Acquire:
Intelligence
Arcane 8 At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Item 1
Traits:
Arcane
Attack
Elite
Magic
Wand To Acquire:
Intelligence
Arcane 7 For your combat check, bury this card to roll 4d4 with the Arcane and Force traits.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Location #5: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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
Weapon 1
Traits:
Finesse
Knife
Magic
Piercing
Ranged To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Monster B
Traits:
Basic
Skeleton
Undead
To Defeat:
Combat 8 The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Overseer Tyranius |
Sorrina Westyr 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.
| Overseer Tyranius |
“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 Z. |
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
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,
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
I think I can do this off turn? - at the start of Kurundo's turn: recharge Lookout to examine top card of Town Square.
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.
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.
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,
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
The Red Raven: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
| Korundo |
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.
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.
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.
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
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:
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>
| Raheli |
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
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
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:
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
| Seoni WotR-EmpTyger |
Blessing 3: Oracle Time
Summoning Oracle of Iovo.
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
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.
Hand: Wand of Force Missile, Brodert Quink, Sphere of Fire, Pyrotechnic Blast, Locate Object, Blessing of the Spellbound 2,
Displayed:Surgeon,
Deck: 75Discard: 78Buried: 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
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.
| BR Yewstance |
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:
During This Scenario:
Turn: 13, Aric/AbrahamZ
Monsters
Monster B
Traits:
Elite
Goblin
Warrior
To Defeat:
Combat 9 If undefeated, bury 1 item or weapon of your choice from your discard pile.
Monster B
Traits:
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.
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.
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.
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
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.
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 1
Traits:
Elite
Trap
To Defeat:
Dexterity
Disable 9 If undefeated, every character at this location is dealt 1d4 Combat damage.
Barrier B
Traits:
Elite
Obstacle
Veteran
To Defeat:
Dexterity
Acrobatics
Constitution
Fortitude 8 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier B
Traits:
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
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.
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.
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.
Weapon B
Traits:
Basic
Bow
Piercing
Ranged To Acquire:
Dexterity
Ranged 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon B
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
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 B
Traits:
Basic
Divine
Healing
Magic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Divine
Magic To Acquire:
Wisdom
Divine 4 During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 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
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
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Elite
Light Armor
Magic To Acquire:
Constitution
Fortitude 6 Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Elite
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 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 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
Item B
Traits:
Basic
Tool To Acquire:
Strength 3 Reveal this card to add 1 die to your noncombat Strength check or check to defeat a barrier with either the Lock or Obstacle trait; you may additionally discard this card to add another die.
Succeed at a Strength 3 check to recharge this card instead of discarding it.
Item B
Traits:
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.
Item 1
Traits:
Divine
Healing
Magic
Staff To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 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.
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
Ally B
Traits:
Basic
Human To Acquire:
Constitution
Fortitude 4
OR Charisma
Diplomacy 6 Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally B
Traits:
Basic
Human To Acquire:
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 B
Traits:
Human
Mayor To Acquire:
Charisma
Diplomacy 10 Banish this card to examine your location deck and then shuffle it.
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 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
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 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 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Shelyn To Acquire:
Wisdom 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
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 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
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Abadar
Blessing 2
Traits:
Abadar
Divine To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Lamashtu
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Gorum
Blessing B
Traits:
Divine
Gorum To Acquire:
Strength 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing of Irori
Blessing B
Traits:
Divine
Irori To Acquire:
Intelligence 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Oracle of Iovo
Henchman 2
Type: Monster
Traits:
Outsider
Elemental
Oracle
Veteran
To Defeat:
Combat 12
THEN Combat 14 Oracle of Iovo is immune to the Cold and Poison traits. The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
Before you act, each character at your location must succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario’s adventure deck number or bury the top 1d4-1 cards of her deck.
If undefeated, discard your hand.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Iomedae
Blessing B
Traits:
Divine
Iomedae To Acquire:
Charisma 4
OR Divine 5 Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessing of the Gods
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Location #1: Citadel
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
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster B
Traits:
Elite
Incorporeal
Undead
To Defeat:
Combat 11
OR Wisdom
Divine 7 The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.
Ally B
Traits:
Elite
Human To Acquire:
Strength
Melee 8
OR Charisma
Diplomacy 6 Recharge this card to add 1d4 to your Melee combat check.
Discard this card to explore your location.
Ally B
Traits:
Basic
Human To Acquire:
Wisdom
Survival 7
OR Charisma
Diplomacy 6 Recharge this card to add 1d10 to your Survival check.
Discard this card to explore your location.
Ally B
Traits:
Elf
Scout To Acquire:
Wisdom
Perception 6
OR Charisma
Diplomacy 7 For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Location #3: Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis, None
Weapon 1
Traits:
Finesse
Magic
Melee
Piercing
Sword To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.
Armor B
Traits:
Elite
Magic
Offhand
Shield To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits:
Fighter
Human
Veteran
To Defeat:
Combat 9 The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits:
Divine
Lamashtu To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits:
Elite
Human
To Defeat:
Combat 11 Before the encounter, discard a random ally from your hand.
Barrier 2
Traits:
Cultist
Elite
Skirmish
To Defeat:
None Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits:
Skirmish
Veteran
To Defeat:
Wisdom
Perception
Dexterity
Acrobatics 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Item B
Traits:
Alchemical
Basic
Liquid To Acquire:
Intelligence
Craft 4 Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #4: Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location recharges a card and may then draw a card.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None
Ally 1
Traits:
Animal
Arcane To Acquire:
Wisdom
Survival
Intelligence
Arcane 7 Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Monster B
Traits:
Human
Ranger
Veteran
To Defeat:
Combat 8 The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits:
Basic
Cache
Lock
Poison
Trap
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits:
Arcane
Divine
Magic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Location #5: Cell
At This Location: Succeed at a Strength or Disable 7 check to move or be moved.
When Closing: Bury an ally.
When Permanently Closed: On closing, move to another location and end your turn.
M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 3 Bl: 0 ?: 1
Located/Displayed Here: None
Barrier B
Traits:
Cache
Lock
Veteran
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 10 The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits:
Animal
Basic
To Defeat:
Combat 8 If undefeated, shuffle the Gecko into a random open location.
Armor 1
Traits:
Elite
Heavy Armor
Magic To Acquire:
Constitution
Fortitude 7 Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ally B
Traits:
Elite
Human To Acquire:
Charisma
Diplomacy
Arcane
Divine 6 Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Weapon B
Traits:
2-Handed
Elite
Melee
Polearm
Slashing To Acquire:
Strength
Melee 9 For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits:
Basic
Divine
Liquid
Magic To Acquire:
Wisdom
Divine 8 Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits:
Aquatic
Bunyip
Elite
To Defeat:
Combat 9 Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits:
Cleric
Divine
Human To Acquire:
Wisdom
Divine 6
OR Charisma
Diplomacy 7 Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits:
Bard
Human
Rogue To Acquire:
Charisma
Diplomacy 7 Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat damage dealt to you by 1.
Recharge this card to reduce Ranged Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster 2
Traits:
Aberration
To Defeat:
Combat 12 Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits:
Giant
Ogre
To Defeat:
Combat 14 If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits:
Trap
Cold
Magic
Veteran
To Defeat:
Dexterity
Disable 9
OR Intelligence
Arcane 11 The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits:
Basic
Divine To Acquire:
None If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Red Raven Z. |
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
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
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,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
| Raheli |
Bury Sacred Candle to grab Blessing of Lamashtu
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:
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.
| Korundo |
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.
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.
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:
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.)
| Raheli |
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
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.
Hand: Soldier , Guide , Shalelu Andosana , Acolyte , Master Cartman, Sapphire of Intelligence,
Displayed: Daji,
Deck: 12 Discard: 6 Buried: 1
Notes: Nothing.
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [X] 6
Proficient with:
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.
| Seoni WotR-EmpTyger |
Blessing 3: Oracle Time
Summoning Oracle of Iovo
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
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
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
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.
| Overseer Tyranius |
“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.
| BR Yewstance |
2 Oracular Pools are now displayed; Safe Harbor is up, and a bundle of allies were acquired!
===================
During This Adventure:
During This Scenario:
Additional Rules: Oracular Pools Displayed: 2 (+4 to checks to defeat Oracle of Iovo)
Turn: 17, Aric/AbrahamZ
Monster 1
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 2
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
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
Monster B
Traits: Human Veteran Warrior
To Defeat: Combat 10
The difficulty to defeat the Mercenary is increased by the adventure deck number of the current scenario, if any.
Monster 5
Monster B
Traits: Elite 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.
Barrier 1
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
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
Barrier B
Traits: Elite Lock
To Defeat: Dexterity Disable 8 OR Strength Melee 16
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.
Barrier 4
Barrier 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
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.
Weapon 1
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
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
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
Weapon 2
Traits: Magic Melee Pick Piercing
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait. If any d6 rolled on this check is a 6, count it as 7.
Weapon 5
Weapon 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.
Spell 1
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
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
Spell 2
Traits: Arcane Attack Magic Poison
To Acquire: Intelligence Arcane 8
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 4
Spell 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
Spell B
Traits: Attack Basic Divine Magic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 1d6.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Armor 1
Armor 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
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
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
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 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.
Item 1
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
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
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 4
Item B
Traits: 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
Item B
Traits: Book Elite Magic
To Acquire: Intelligence Knowledge 5
Reveal this card to add 1d6 to a Knowledge check.
Recharge this card to succeed at your Knowledge check.
Ally 1
Ally 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
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
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
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
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.
Blessing 1
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
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
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
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
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 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 Card 1 - Turn 1 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: 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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 6 - Turn 6 Raheli
Blessing 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
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
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
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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 Red_Raven
Blessing B
Traits: 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
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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 16 - Turn 16 Red_Raven
Blessing B
Traits: Divine 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
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
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
Armor B
Traits: Elite Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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
Barrier B
Traits: Cache Lock Veteran
To Defeat: Dexterity Disable 9 OR Strength Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Monster B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Ally B
Traits: Elite Human
To Acquire: Charisma Diplomacy Arcane Divine 6
Recharge this card to add 1d4 to your Arcane or Divine check.
Recharge this card to add 1d6 to your check to recharge a card that has the Magic trait.
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits: Basic Divine Liquid Magic
To Acquire: Wisdom Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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
Monster 2
Traits: Aberration
To Defeat: Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Red Raven Z. |
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
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
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,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
| Korundo |
Blessing of the Gods in effect. Feat choice: +1d4 to animal trait.
Korundo continues to make the Cemetery a safe space.
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.
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:
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>
| Raheli |
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
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
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:
Dexterity d10 [X]+1 [X] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [X] 6
Proficient with:
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.
| BR Yewstance |
During This Adventure:
During This Scenario:
Additional Rules: Oracular Pools Displayed: 2 (+4 to checks to defeat Oracle of Iovo)
Turn: 20, Seoni/EmpTyger
Monster 1
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
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
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
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
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier 1
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier 2
Barrier 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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
Spell B
Traits: Arcane Magic Mental
To Acquire: Intelligence Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Armor 1
Armor B
Traits: 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
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
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
Armor B
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Armor 5
Armor 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.
Item 1
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
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
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
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
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.
Ally 1
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
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
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 4
Ally 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
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.
Blessing 1
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine 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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Top of Blessing Discard Pile:
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Remaining: 15
Blessings Deck
Blessings Deck Card 1 - Turn 1 Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 3 - Turn 3 Raheli
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
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
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
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
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
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
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
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
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
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
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
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
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
Monster B
Traits: Fighter Human Veteran
To Defeat: Combat 9
The difficulty to defeat the Warlord is increased by the adventure deck number of the current scenario, if any.
Subtract 1 from each die rolled in your check to defeat the Warlord.
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Monster B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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
Weapon B
Traits: 2-Handed Elite Melee Polearm Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Item B
Traits: Basic Divine Liquid Magic
To Acquire: Wisdom Divine 8
Discard this card to evade a bane with the Undead trait.
Banish this card to defeat a bane with the Undead trait whose highest combat value is 10 or lower.
Succeed at a Wisdom or Divine 12 check to recharge this card instead of discarding it.
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Ally B
Traits: Cleric Divine Human
To Acquire: Wisdom Divine 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to your Divine check.
Bury this card to recharge 1d4+1 random cards from your discard pile.
Ally 1
Traits: Bard Human Rogue
To Acquire: Charisma Diplomacy 7
Banish this card to add 1d6 to your check.
Banish this card to return a card from your discard pile to your hand.
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
Monster B
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
| Seoni WotR-EmpTyger |
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
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
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.
Hand: Delve, Brodert Quink, Blessing of the Spellbound 1,
Displayed:Surgeon,Locate Object, Bestiary of Garund, Fire Snake,
Deck: 64Discard: 89Buried: 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)
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 Z. |
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
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 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
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,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
Turn Summary:
* Mill card 1 is banished
* Mill card 2 is Blessing of Lamashtu (which I believe is an auto-acquire for Kurundo)
| Korundo |
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.
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.
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:
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.
| Raheli |
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.
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:
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.
| Seoni WotR-EmpTyger |
(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
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
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:
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.
| BR Yewstance |
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:
During This Scenario:
Additional Rules: Oracular Pools Displayed: 4 (+8 to checks to defeat Oracle of Iovo)
Turn: 25, Aric/AbrahamZ
Monster 1
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
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
Monster B
Traits: Giant Ogre
To Defeat: Combat 14
If undefeated, the Ogre deals 1 Combat damage to each other character at this location.
Monster 4
Monster 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
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier 1
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Barrier B
Traits: 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
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
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
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.
Weapon 1
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
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
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
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
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.
Spell 1
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
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
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
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
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.
Armor 1
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
Armor B
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Armor 1
Traits: 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
Armor B
Traits: Basic Light Armor
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 5
Armor B
Traits: 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.
Item 1
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
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
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 4
Item B
Traits: 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
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.
Ally 1
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
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
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
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
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 2
Blessing B
Traits: Divine 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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 4
Blessing B
Traits: Divine 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
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:
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 Card 1 - Turn 1 Korundo
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
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
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
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
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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 8 - Turn 8 Red_Raven
Blessing B
Traits: Divine 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
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
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
Monster B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Fortitude check.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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
Monster B
Traits: Human Ranger Veteran
To Defeat: Combat 8
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Henchman 2
Type: Barrier
Traits: Trap Cold Magic Veteran
To Defeat: Dexterity Disable 9 OR Intelligence Arcane 11
The difficulty to defeat is increased by the scenario’s adventure deck number.
If undefeated, the Oracular Pool deals 1d4 Cold damage to each character at your location, then you may put the Oracular Pool on top of your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier B
Traits: Basic Cache Lock Poison Trap
To Defeat: Dexterity Disable 9 OR Strength Melee 11
If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.
Spell B
Traits: Arcane Divine Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
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
| Korundo |
Constitution 5 +2: 1d10 ⇒ 7
Korundo avoids the bitter cold. Or considering what it is in the RPG the negative energy attack maybe.
| Red Raven Z. |
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
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,
Dexterity d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Acrobatics: Dexterity +2
Stealth: Dexterity +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d4 [ ] +1
Favored Card: None
Hand Size 4 [ ] 5
Proficient with: Light Armors // Weapons
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)
Aric: Skills and Powers
Strength d6 [ ]+1 [ ]+2
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
| Korundo |
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.
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.
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:
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.
| Raheli |
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.
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
Hand: Corrosion, Dogslicer, Acolyte 1, Guide , Master Cartman,
Displayed: Daji,
Deck: 7 Discard: 17 Buried: 1
Notes: Corrosion for Seoni!
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [X] 6
Proficient with:
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.
| Seoni WotR-EmpTyger |
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
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
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
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
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!
| Overseer Tyranius |
"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!
| Seoni WotR-EmpTyger |
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.”
| Raheli |
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
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:
Dexterity d10 [X]+1 [X] +2 [ ] +3 [ ] +4
Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Item
Hand Size 5 [X] 6
Proficient with:
Powers:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing, or Slashing trait. ([ ] If you succeed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell) you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the items' highest adventure deck number) to your check.
| BR Yewstance |
COMPLETED SCENARIO 8-00B1: FROZEN CITY
SCENARIO REWARD:
TIER ADVANCEMENT:
CONVENTION 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)
| BR Yewstance |
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:
| BR Yewstance |
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:
During This Scenario:
Turn: 1, Aric/AbrahamZ
Monster 1
Monster B
Traits: Basic Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has either the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
Monster 2
Monster 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
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
Monster B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Monster 5
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.
Barrier 1
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 2
Barrier B
Traits: Cache Lock Veteran
To Defeat: Dexterity Disable 9 OR Strength Melee 10
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, add 1d4 random weapons from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 3
Barrier 2
Traits: 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
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
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Weapon 1
Weapon 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
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
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
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
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.
Spell 1
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
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
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
Spell B
Traits: Acid Arcane Attack Elite Magic
To Acquire: Intelligence Arcane 4
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.
Spell 5
Spell B
Traits: Arcane Magic Mental
To Acquire: Intelligence Arcane 4
Bury this card to draw 1 random Human ally from the box and add it to your hand.
If you do not have the Arcane skill, banish this card.
Armor 1
Armor B
Traits: Elite 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
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
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
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
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.
Item 1
Item 2
Traits: Clothing Magic
To Acquire: Dexterity Stealth 5
Reveal this card to add 1d6 to your Stealth check.
Recharge this card to succeed at your Stealth check.
Item 2
Item B
Traits: 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
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Stealth check.
Item 4
Item 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
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.
Ally 1
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
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
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
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
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessing 2
Blessing 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
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 4
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessing 5
Blessing B
Traits: Divine 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 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 Card 1 - Turn 1 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: Divine 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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing B
Traits: 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
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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 9 - Turn 9 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 10 - Turn 10 Raheli
Blessing B
Traits: Divine 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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 13 - Turn 13 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Raheli
Blessing B
Traits: Divine 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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 17 - Turn 17 Korundo
Blessing B
Traits: 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
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
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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 21 - Turn 21 Korundo
Blessing 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
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 23 - Turn 23 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 24 - Turn 24 Aric/Red_Raven
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 25 - Turn 25 Korundo
Blessing 2
Traits: Abadar Divine
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 Raheli
Blessing B
Traits: Desna Divine
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 27 - Turn 27 Seoni
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
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
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
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.
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.
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 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 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.
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.
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.
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.
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.
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
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.
Monster 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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.
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.
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.
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.
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
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.
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.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 10
If undefeated, bury 1 item or weapon of your choice from your discard pile.
Barrier 2
Traits: Elite Skirmish Undead Zombie
To Defeat: None
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.
Monster B
Traits: Elite Goblin Warrior
To Defeat: Combat 9
If undefeated, bury 1 item or weapon of your choice from your discard pile.
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.
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.
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.
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.
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
Ally B
Traits: Basic Human
To Acquire: Constitution 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
Weapon B
Traits: Basic Finesse Melee Piercing Sword
To Acquire: Strength Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
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.
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.
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.
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.
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.
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.
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.
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
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.
Monster 2
Traits: Aberration
To Defeat: Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
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.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| Korundo |
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.
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)
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:
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>
| Bigguyinblack |
As Aric
Starting location Warrens.
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,
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.
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,
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.
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.
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.
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.
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,
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.)
| Korundo |
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.
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.
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:
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)
| Seoni WotR-EmpTyger |
Starting at Thassalonian Dungeon
Seoni explored a dungeon with Raheli.
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
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.