| Korundo |
Choosing +1d4 to animal trait feat.
Hearing of rats in the Engine Room Korundo heads over to get some revenge.
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.
combat 11 revealing Frilled Lizard to use Survival +1d6, revealing Fire Gecko to add 1d4, Using chosen feat: 1d8 + 1d6 + 2d4 + 3 ⇒ (6) + (3) + (3, 3) + 3 = 18
The path of revenge begins.
Discarding Frilled Lizard to explore.
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.
Henchman B
Type: Monster
Traits: Skeleton Undead
To Defeat: Combat 8
The Skeleton is immune to the Mental and Poison traits. If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3. If defeated, you may immediately attempt to close this location.
combat 8 revealing Fire Gecko to use Survival +1d6, revealing Fire Gecko to add 1d4, Using chosen feat: 1d8 + 1d6 + 2d4 + 3 ⇒ (2) + (3) + (2, 4) + 3 = 14
After beating some skeletons Korundo decides not to push his luck.
Hand: Cloud Puff (plant), Blessing of the Elements, Tome of Knowledge aq, Fire Gecko, Crow, Stone Skin Raheli,
Displayed: Pygmy Ankylosaur,
Deck: 7 Discard: 3 Buried: 0
"Notes: Pygmy Ankylosaur: Rudece all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Tome of Knowledge: Reveal this card to add 1d6 to a Knowledge check.
Stone Skin: Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4.
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: Engine Room"
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>
Cards 1 and 2 of Engine Room banished.
| Raheli |
Recharge Delve Arcane 8: 1d8 + 2 ⇒ (2) + 2 = 4
Hour of the Gods
Raheli hands Seoni the dangerous but powerful Dreamcatcher.
Accessory
Magic
Powers
Display this card next to the deck of a character at your location. While displayed, when you would discard a boon that has the Arcane or Magic trait for its power from your hand, you may reveal it instead of discarding it; that character is dealt 1 Mental damage that may not be reduced. At the end of your turn, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
Raheli joins Korundo in the Engine Room but there is a Trapped Passageway blocking the path.
Recharge Sacred Candle and Sapphire of Intelligence
Dexterity 9: 1d10 + 3 + 2d4 ⇒ (5) + 3 + (1, 1) = 10
Raheli unblocks the passageway with telekinetic hair.
Free Explore
Another spell like device surfaces in Arcane Armor
Arcane 4: 1d8 + 2 ⇒ (2) + 2 = 4 Into the pile!
Hand: Blessing of Sivanah, Boots of Friendly Terrain, Compass, Silver Raven Figurine, Staff of Minor Healing, Gem of Physical Prowess, Wintervine , Blue Star,
Displayed: Snapping Turtle,
Deck: 3 Discard: 3 Buried: 0
Notes:
Sideboard cards:
On Seoni's turn...
Recharge Staff of Minor Healing to Recharge Shy Ratani
Recharge Silver Raven Figurine to give Korundo Compass
Hand: Blessing of Sivanah, Boots of Friendly Terrain, Gem of Physical Prowess, Wintervine , Blue Star,
Displayed: Snapping Turtle,
Deck: 6 Discard: 2 Buried: 0
Notes: BoSivanah: (2d Int/Cha), Blue Star (+1d6 and Poison Combat at location)
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 2: Iomedae o'clock
Moving to Engine Room
Exploring Engine Room 5: Goblin Commando
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Discarding Dreamcatcher for 1 Ranged Combat Damage.
Discarding Bestiary of Garund to draw Corrosion. Displaying Frostbite
Combat 9: 1d12 + 4 + 1d6 ⇒ (11) + 4 + (5) = 20
Goblin Commando is banished. Frostbite is recharged.
"Goblins in the engines!" The miscreant dumped oil on Seoni, before she froze the saboteur out.
Ending turn. Resetting hand
Hand: Spellbook, Corrosion, Fire Snake, Codex, Helm of Telepathy, Pyrotechnic Blast, Blessing of the Spellbound 3,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: At Engine Room
Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman; Corrosion (+1 die to defeat barriers or vs Construct/Undead monsters)
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.
| Aric Z. |
It is the hour of Irori.
Aric sees all his friends gathered at the Engine Room and decides to join the party.
Move to Engine Room, examine top of location, then explore
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.
Con 4: 1d6 ⇒ 4 Acquired
Aric finds a nice set of armor, but it's too much to lug around and he has the bellhop add it to their growing pile of luggage. Add to boon pile
Recharge lookout to examine Engine Room 7
Item 1
Traits: Arcane Magic Wand
To Acquire: Intelligence Arcane 7
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.
Aric spies a nice wand and tells his friends.
End turn, reset hand
Hand: Appleslayer, Stalking Armor, Thieves' Tools, Mask of the Red Raven, Captain's Cutlass 1, Hide Armor of Fire Resistance Raheli,
Displayed: Clockwork Spy, Gambeson,
Deck: 6 Discard: 2 Buried: 0
Notes: Location: Engine Room. Current Form: Aric
Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
Sideboard cards: Spring Blade +1, Sharper, Captain's Cutlass 2,
Dexterity d4 [ ] +1
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +3
Favored Card: None
Hand Size 6 [ ] 7
Proficient with: None
Powers:
At the start of your turn ([X] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
[ ] When you acquire a boon, you may examine the top card of your location deck.
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 ([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. Picking +1d4 to animal trait feat.
Korundo figures his allies have this place covered so moves to the Sick Bay.
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.
constitution 8 +2 using Seoni's Corrosion and my Blessing of the Elements: 3d10 ⇒ (3, 5, 5) = 13
Discard Cloud Puff (plant) to dmg. Discard Compass to explore.
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.
Divine 6 recharging Seoni's BotS: 2d8 + 4 ⇒ (6, 1) + 4 = 11
Add Cure to pile. I'm told that is now a bigger pile then cards left so we win.
| BR Yewstance |
COMPLETED SCENARIO 8-00C1: VERCITE RUINS
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:
Some may call it luck, but as far as your contribution to the Pathfinder Chronicles will be concerned, it was thanks to your peerless skill and insight that you managed to defuse the myriad ship defenses. Honestly, who installs laser turrets in a cargo hold? No matter—you’ve managed to reboot the engines, and as they blast at the sky, the asteroid slowly but surely begins rotating again. It’s only a matter of time before the sun isn’t blasting the surface, buying you a valuable opportunity to find the way into Aucturn’s Tear.
ACQUIRED CARDS:
Half-Plate (Armor B)
Soldier (Ally B)
Hide Armor of Fire Resistance (Armor 2)
Deathbane Shield (Armor 2)
Blessing of Gorum (Blessing B)
Blessing of Irori (Blessing B)
Potion of Healing (Item B)
Potion of Healing (Item B)
Codex (Item B)
Wand of Force Missile (Item 1)
Arcane Armor (Spell B)
Aid (Spell B)
Cure (Spell B)
Toxic Cloud (Spell 2)
Web (Spell 2)
| BR Yewstance |
8-00C2: PLAYING WITH FIRE
The tunnels within the asteroid seem almost hotter than the sun-scorched surface, as if the rock itself were generating their own heat. In fact, in some places you’ve even come across rivulets of lava crisscrossing your route, cooled only somewhat by the dry blasts of now-tepid air gusting up from within Aucturn’s Tear. As you seem ready to die from exhaustion, you spy a magnificent palace made of dark glassy stone and surrounded by elegant pools of lava and brass mockeries of plant life. This strange oasis might not be your ideal refuge, but perhaps someone inside can give you directions to somewhere cooler.
The interior is positively luxurious, and its owner, a powerful ifreeti named Fahaz Nahlam, exuberantly invites you to partake of his hospitality. It’s hard to say no to a fire genie like him, especially one who puts on such a wondrous feast! Fahaz explains how he serves Ymeri, the evil elemental lord of fire and Queen of the Inferno. The ifreeti bemoans his boring duties but hints that perhaps he could twist the letter of his contract to help you if you can help break his boredom. You’re already halfway through agreeing before you notice the mischievous glint in his eye. He excitedly claps his hands twice, summoning fire-skinned servants wielding blades of all types.
“Let the entertainment begin!” he exclaims with glee before disappearing in a cloud of smoke.
DURING THIS SCENARIO:
| BR Yewstance |
Posting the scenario with built locations, but please all indicate your starting locations and draw your opening hands before beginning.
Another "75% change of 1 damage" scenario; that Anklyosaur's gotta have saved you at least 7 discards this Adventure already, right? Geez.
========================
During This Adventure:
During This Scenario:
Turn: 1, Raheli/NathanDavis
Monster 1
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 2
Monster 2
Traits: Aberration
To Defeat: Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 3
Monster 1
Traits: Animal Basic
To Defeat: Combat 9
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 4
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Monster 5
Monster B
Traits: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Barrier 1
Barrier B
Traits: Arcane Magic Trap Veteran
To Defeat: Intelligence Arcane 8 OR Dexterity Acrobatics 10
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.
Barrier 2
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 3
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Barrier 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.
Barrier 5
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.
Weapon 1
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.
Weapon 2
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 3
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 4
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 5
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.
Spell 1
Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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 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 3
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.
Spell 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.
Spell 5
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.
Armor 1
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 2
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 3
Armor 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 4
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Armor 5
Armor B
Traits: 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.
Item 1
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 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 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 4
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 5
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.
Ally 1
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 2
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 3
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Ally 4
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Ally 5
Ally 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 B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: 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 Remaining: 29
Blessings Deck
Blessings Deck Card 1 - Turn 1 Seoni
Blessing B
Traits: Divine Torag
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Strength check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 2 - Turn 2 Aric
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 3 - Turn 3 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 4 - Turn 4 Raheli
Blessing B
Traits: Divine Iomedae
To Acquire: Charisma 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Charisma check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 5 - Turn 5 Seoni
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 6 - Turn 6 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 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 8 - Turn 8 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 9 - Turn 9 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 10 - Turn 10 Aric
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 11 - Turn 11 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 12 - Turn 12 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 13 - Turn 13 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 14 - Turn 14 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 15 - Turn 15 Korundo
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 16 - Turn 16 Raheli
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 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 18 - Turn 18 Aric
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 Korundo
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 20 - Turn 20 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 21 - Turn 21 Seoni
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 22 - Turn 22 Aric
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 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 24 - Turn 24 Raheli
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 25 - Turn 25 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 26 - Turn 26 Aric
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 27 - Turn 27 Korundo
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 28 - Turn 28 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 29 - Turn 29 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.
Molten Pool
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Armor B
Traits: Elite Heavy Armor
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: 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.
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.
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.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
The Old Light
At This Location (Open): Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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
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.
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: 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.
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.
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.
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.
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: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Throne Room
At This Location (Open): At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ, Korundo/Bigguyinblack, Raheli/NathanDavis, Seoni/EmpTyger
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
Volcanic Vents
At This Location (Open): All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None
Spell B
Traits: Arcane Basic Magic
To Acquire: Intelligence Arcane 4
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.
Weapon 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.
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.
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 B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk
At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits: Elite Undead Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
Torture Chamber
At This Location (Open): Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
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.
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.
| Raheli |
Raheli takes in the riches of the Throne Room
Hand: Gem of Physical Prowess, Delve, Boots of Friendly Terrain, Sacred Candle, Blessing of Wadjet, Master Cartman,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 |
Card feat: Blessing adding Blessing of the Elements. Upgrade: Spell 2 replacing Charm Animal with Cauterize. Cohort for this scenario: Pygmy Ankylosaur. Favored card: ally. Starting location: Wherever Seoni decides to start.
Hand: Cloud Puff (plant), Crow, Blessing of the Elements 2, Fire Gecko, Fox,
Displayed: Pygmy Ankylosaur,
Deck: 11 Discard: 0 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Fox: Recharge to add 1d4 to any Wisdom check.
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: Same as Seoni"
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>
| Seoni WotR-EmpTyger |
Gaining Card Feat: 5 blessings (taking Basic Blessing B of the Gods)
Upgrading Spell B Frostbite into Spell 2 Marionette
Preupgrading Blessing 2 of Nethys
Starting at The Old Light
Seoni found herself drawn to the beacon of the Old Light. “What little frost sorcery left in me is withering, and in truth- I am not sad to feel it go.” The sorcerer instead opened herself up to the magic of elemental control that powered such constructs as the spaceship and this lighthouse.
Varisa smiled. “A wound that needs no healing.” Seoni smiled back. She was taking quite a liking to this cleric of Nethys. Having a friendly cleric around was always a plus, certainly; for divine favor was not to be scoffed at. But if Nethys were to also approve of Pharasma’s plan...
Hand: Fire Snake, Helm of Telepathy, Blessing of the Spellbound 3, Menagerie Keeper, Blessing of the Gods, Locate Object, Blessing of the Spellbound 1,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: At The Old Light
Ask before using: Blessing of the Gods; 2 Blessings 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.
| Seoni WotR-EmpTyger |
(At the start of Raheli’s turn)
Discarding Locate Object to examine The Old Light 1: Skeleton, The Old Light 2: Diseased Rats, The Old Light 3: Detect Magic
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.
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.
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.
Encountering Detect Magic. Skeleton and Diseased Rats are shuffled back into The Old Light
Arcane 2: 1d12 + 4 ⇒ (10) + 4 = 14
Detect Magic is acquired. Drawing Safe Harbor
Arcane 8: 1d12 + 4 ⇒ (12) + 4 = 16
Locate Object is recharged
Seoni could not resist exploring the beacon as soon as she arrived. There was an especially safe feeling she got here. The sorcerer narrowed her divinations to pick up on magic in particular.
Hand: Fire Snake, Helm of Telepathy, Blessing of the Spellbound 3, Menagerie Keeper, Blessing of the Gods, Detect Magic, Blessing of the Spellbound 1, Safe Harbor,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: At The Old Light
Ask before using: Blessing of the Gods; 2 Blessings 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.
| Red Raven Z. |
Aric *does* choose to tier up. He is now tier 2.
Aric Card Feat: Ally 6, adding Masque (Ally Basic)
"Each character chooses a card from the box that has an adventure deck number less than or equal to the scenario’s adventure deck number and notes it on her Chronicle sheet. When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade." - Aric chooses Mindblade (Ally 2)
Convention boon? B2/C1: 1d20 ⇒ 17 Nope.
Normal scenario reward: Choosing Item 1 upgrade: Cockroach Coat. Retiring Thieves' Tools.
| Raheli |
Desna Day
Start of Turn Fire Damage?: 1d4 ⇒ 4 Not today!
Start of Turn Location Power: Recharge Boots of Friendly Terrain to draw Blessing of Milani.
Raheli thinks she sees something shiny in the Volcanic Vents.
A rune of Arcane Armor is at the entrance.
Reveal BoWadjet
Arcane 4: 1d8 + 2 + 1d4 ⇒ (7) + 2 + (1) = 10
Display Master Cartman and Arcane Armor
Raheli has the cartman hold onto the rune for now.
Discard Blessing of Milani to Explore
Raheli also finds a Longsword that probably belonged to somebody at some point.
Reveal BoWadjet
Strength 6: 1d6 + 1d4 ⇒ (3) + (1) = 4
Not her thing.
Hand: Gem of Physical Prowess, Delve, Stone Skin, Sacred Candle, Blessing of Wadjet, Dreamcatcher,
Displayed: Snapping Turtle, Master Cartman, Arcane Armor,
Deck: 10 Discard: 1 Buried: 0
Notes: Stone Skin will be suuuper helpful for some of these location damages (Reducing Damage by 4)
Delve to add 1d8 to aquire Weapon/Item/Armor
Blessing of Wadjet +2d8 to acquire a boon.
Would like to Sacred Candle a Blessing 1 or 2.
Would like to hand Seoni Dreamcatcher at some point.
@Volcanic Vents
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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.
| Aric Z. |
Aric starts at the Throne Room.
Hand: Captain's Cutlass 1, Compass, Blessing of the Spy, Gambeson, Mask of the Red Raven, Quick-Change Mask,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Location: Throne Room. Current Form: Aric
Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
Sideboard cards: Captain's Cutlass 2, Psychic Detective, Lookout,
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.
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 ([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.)
| Seoni WotR-EmpTyger |
Blessing 1: Torag
Fire 4: 1d4 ⇒ 3
Discarding Safe Harbor for 1 Fire damage
A gash of fire leapt out.
Shuffled The Old Light: 1d10 ⇒ 9
Discarding Detect Magic to examine The Old Light 9:
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Arcane 4: 1d12 + 4 ⇒ (12) + 4 = 16
Detect Magic is recharged
Seoni focused her divining at the source of the Fire, and discovered a fire spirit within the beacon. She made a mental note to come back to when she gathered her strength.
Moving to Throne Room
Exploring Throne Room 1: Potion of Ruggedness
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.
INT 6: 1d8 ⇒ 6
Potion of Ruggedness is acquired
The Ifreet had left the throne room, but his goblet still has before the throne. Seoni dumped the contents into a vial.
Discarding Blessing of the Spellbound to explore Throne Room 2: Fire Spirit
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Discarding Menagerie Keeper to draw Safe Harbor. Discarding Blessing of the Gods. Korundo recharges Blessing of the Elements.
Combat 10+4: 3d6 ⇒ (4, 5, 1) = 10
Raheli displays Stone Skin. Stone Skin prevents 4 Fire damage
Another fire spirit arose here, and approached Seoni menacingly. Her magical strength wasn't yet at full potency. Despite Korundo's elemental aid, she couldn't tame the flames and prepared to be scalded- only to find her skin take on a grey hue. "Thanks," she called to Raheli.
Examining Conflagration
Type: Barrier
Traits: Trigger Obstacle Weather Fire Veteran
To Defeat:
Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Random open location: 1d6 ⇒ 1
Conflagration is displayed next to Molten Pool. Fire Spirit is shuffled back into Throne Room
Even though Seoni felt no pain, the sorcerer could nevertheless feel the heat wash over her. The spirit's pyric energy expanded out, setting the molten pool outside ablaze.
Ending turn. Raheli discards or recharges Stone Skin. Resetting hand
Hand: Fire Snake, Helm of Telepathy, Blessing of the Spellbound 3, Safe Harbor, Clinging Venom, Potion of Ruggedness, Bestiary of Garund,
Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: At Throne Room
Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman; Potion of Ruggedness (succeed at Survival at my location); Helm of Telepathy (examine top card of character deck at my location and may shuffle)
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.
| Raheli |
Recharge Gem of Physical Prowess
Recharge Stone Skin Arcane 9: 1d10 + 2 ⇒ (4) + 2 = 6
Discarded
Hand: Delve, Sacred Candle, Blessing of Wadjet, Dreamcatcher,
Displayed: Snapping Turtle, Master Cartman, Arcane Armor,
Deck: 11 Discard: 2 Buried: 0
Notes: Delve to add 1d8 to aquire Weapon/Item/Armor
Blessing of Wadjet +2d8 to acquire a boon.
Would like to Sacred Candle a Blessing 1 or 2.
Would like to hand Seoni Dreamcatcher at some point.
@Volcanic Vents
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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:
Henchman 2
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat:
Dexterity
Disable
Craft
Constitution
Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Turn: 3, Aric/AbrahamZ
Monster 1
Monster 1
Traits: Aberration Basic
To Defeat: Combat 8
Before the enounter, succeed at a Constitution or Fortitude 6 check or the diffuculty of your checks is increased by 1 for the rest of the turn.
Monster 2
Monster 2
Traits: Aberration
To Defeat: Combat 12
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; instead, bury the top card of your deck.
Monster 3
Monster B
Traits: 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 4
Monster B
Traits: Aquatic Bunyip Elite
To Defeat: Combat 9
Before the encounter, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Monster 5
Monster B
Traits: Elite Goblin Ranger
To Defeat: Combat 9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier 1
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 2
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.
Barrier 3
Barrier B
Traits: Cache Elite Magic
To Defeat: Intelligence Arcane 10
If defeated, add 1d4 random spells from the box to your hand.
If undefeated, you may banish this barrier.
Barrier 4
Barrier 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: Cache Elite Lock
To Defeat: Dexterity Disable 10 OR Strength Melee 8
If defeated, add 1d4 random items from the box to your hand.
If undefeated, you may banish this barrier.
Weapon 1
Weapon B
Traits: Bludgeoning Elite Hammer Melee
To Acquire: Strength Melee 6
For your combat check, reveal this card to roll your Strength or Melee Die + 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 2
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.
Weapon 3
Weapon B
Traits: Basic Dart Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 4
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 5
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.
Spell 1
Spell 2
Traits: Arcane Magic
To Acquire: Intelligence Arcane 8
At the end of the turn, discard this card to move a willing character. Any movement restrictions still apply.
Discard this card to explore your location.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 2
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 3
Spell 1
Traits: Arcane Divine Fire Magic
To Acquire: Intelligence Arcane Wisdom Divine 6
Discard this card to add 1d4 with the Fire trait to a combat check using a weapon.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
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 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 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 2
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 3
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 4
Armor B
Traits: Basic Light Armor
To Acquire: Constitution Fortitude 2
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
Armor 5
Armor 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.
Item 1
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 2
Item 1
Traits: Divine Healing Magic Staff
To Acquire: Wisdom Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 3
Item 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 4
Item 2
Traits: Accessory Magic
To Acquire: Constitution Fortitude 5
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.
Item 5
Item B
Traits: Alchemical Basic Liquid
To Acquire: Intelligence Craft 4
Banish this card and choose a character at your location to succeed at a Diplomacy check.
Ally 1
Ally B
Traits: Animal Basic
To Acquire: Wisdom Survival 5
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.
Ally 2
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 3
Ally 1
Traits: Animal Arcane
To Acquire: Wisdom Survival Intelligence Arcane 7
Bury this card to put a spell from your discard pile into your hand.
Discard this card to explore your location.
Ally 4
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Ally 5
Ally 2
Traits: Hireling Human
To Acquire: Charisma Diplomacy 7
Discard this card to give a card to another character at any location.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 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 5
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.
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Gorum
To Acquire: Strength 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a Strength-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Remaining: 27
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 Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 4 - Turn 4 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 5 - Turn 5 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 6 - Turn 6 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 7 - Turn 7 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Aric
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 9 - Turn 9 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 10 - Turn 10 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 12 - Turn 12 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 13 - Turn 13 Korundo
Blessing B
Traits: 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 14 - Turn 14 Raheli
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 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 16 - Turn 16 Aric
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 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 18 - Turn 18 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 19 - Turn 19 Seoni
Blessing B
Traits: Divine Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 20 - Turn 20 Aric
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 21 - Turn 21 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 22 - Turn 22 Raheli
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 23 - Turn 23 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 24 - Turn 24 Aric
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 25 - Turn 25 Korundo
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 26 - Turn 26 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 27 - Turn 27 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Molten Pool
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Conflagration Displayed (Location cannot be closed)
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.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: 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.
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.
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.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
The Old Light
At This Location (Open): Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 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: 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.
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 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.
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.
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.
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.
Throne Room
At This Location (Open): At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ, Raheli/NathanDavis, 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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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.
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.
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.
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.
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.
Volcanic Vents
At This Location (Open): All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 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.
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 B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk
At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits: Elite Undead Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
Torture Chamber
At This Location (Open): Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
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.
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.
| Aric Z. |
It is the hour of Gorum.
SoT: Aric does not (yet) call upon the Red Raven, but does put Psychic Detective in his hand and Compass in his kit.
SoT: 1d4 ⇒ 2 Per Aric power, recharge Psychic Detective (rather than discard) for 1 Fire dmg
Display Gambeson
Aric saw what happened to his friend Seoni and treads nervously into the throne room.
explore Shuffled Throne room: 1d9 + 1 ⇒ (2) + 1 = 3
Barrier 2
Traits: Cultist Elite Skirmish
To Defeat: None
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the top of her deck for each undefeated cultist. Banish this card.
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.
Seoni must summon a Skinsaw Cultist
Recharge Mask of the Red Raven to switch to RR form
Reveal Captain's Cutlass
Combat 11: 1d10 + 4 + 1d6 + 1 ⇒ (4) + 4 + (6) + 1 = 15
Throne Room 3: Skinsaw Ritual is banished
Recharge Blessing of the Spy to examine Shuffled Throne Room, can't be 3: 1d9 + 1 ⇒ (2) + 1 = 3
Recharge Blessing of the Spy to examine Shuffled Throne Room, can't be 3: 1d9 + 1 ⇒ (7) + 1 = 8
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.
Using RR power to switch to Aric after examining. Put Quick-Change Mask into Kit, and put Lookout in hand
End turn, reset hand
Hand: Captain's Cutlass 1, Lookout, Blessing of the Ancients 2, Clockwork Spy, Cockroach Coat, Kukri,
Displayed: Gambeson,
Deck: 9 Discard: 0 Buried: 0
Notes: Location: Throne Room. Current Form: Aric
Blessing of the Ancients 2
Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
Sideboard cards: Captain's Cutlass 2, Compass, Quick-Change Mask,
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.
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 ([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.)
At the start of Kurundo's turn, display Cockroach Coat
Hand: Captain's Cutlass 1, Lookout, Blessing of the Ancients 2, Clockwork Spy, Kukri,
Displayed: Gambeson, Cockroach Coat,
Deck: 9 Discard: 0 Buried: 0
Notes: Location: Throne Room. Current Form: Aric
Blessing of the Ancients 2
Captain's Cutlass: Recharge this card to reduce Combat damage dealt to a character at your location by 2.
Sideboard cards: Captain's Cutlass 2, Compass, Quick-Change Mask,
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.
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 ([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.)
Turn Summary:
* Throne Room 3 is banished
* Seoni must summon a Skinsaw Cultist
* If Seoni does not defeat the Skinsaw Cultist, both Seoni and Aric must discard the top card from their decks.
* Top card of Throne Room is Card 8: Zombie Giant
| Seoni WotR-EmpTyger |
(During Aric's turn)
Summoning Skinsaw Cultist
Type: Monster
Traits: Cultist Human
To Defeat: Combat 11
If undefeated, shuffle to top card of the blessings deck into this location deck. If defeated, you may immediately attempt to close this location.
Discarding Clinging Venom
Combat 11: 1d12 + 4 + 1d8 ⇒ (12) + 4 + (4) = 20
Skinsaw Cultist is banished. Clinging Venom remains discarded
Seoni channeled her annoyance at not containing the fire spirit into disrupting the cultist's ritual.
Hand: Fire Snake, Helm of Telepathy, Blessing of the Spellbound 3, Safe Harbor, Potion of Ruggedness, Bestiary of Garund,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: At Throne Room
Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman; Potion of Ruggedness (succeed at Survival at my location); Helm of Telepathy (examine top card of character deck at my location and may shuffle)
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.
| Korundo |
Blessing of the Gods in effect. Picking +1d4 to animal trait feat.
Korundo decides to check out the Volcanic Vents. On the way there may be random spouts of fire but his Pygmy Ankylosaur protects him.
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.
The chest is too tough for Korundo to open and he moves on.
Discard Fox to explore.
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: 1d10 ⇒ 9
The armor is nice. But it is a bit hot for armor right now.
End turn, recharge armor, refresh hand.
Hand: Frilled Lizard, Amulet of Mighty Fists, Wintervine (plant), Cloud Puff (plant), Crow, Fire Gecko,
Displayed: Pygmy Ankylosaur,
Deck: 10 Discard: 1 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Fox: Recharge to add 1d4 to any Wisdom check.
Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Wintervine: On a character at your location's Perception or Survival check, bury or banish this card to add 1 die. After the check, you may succeed at a Craft 6 or Survival 5 check to recharge this card instead.
Location: Volcanic Vents"
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>
Volcanic Vents card 1 banished.
Volcanic Vents card 2 acquired.
| Overseer Tyranius |
The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”
Table GMs, the Allies benefit is now in play
| Raheli |
Iome-Day
Fire Damage: 1d4 ⇒ 1
Top Deck Snapping Turtle to reduce damage
Raheli shares her Delving secrets with Korundo Give Card Delve
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 then ventures into the Torture Chamber and is surprised to find a Goblin Raid.
Everyone summons a Goblin Raider
Recharge Dreamcatcher and Sacred Candle
Combat 8: 1d10 + 3 + 1d8 + 1d4 ⇒ (2) + 3 + (2) + (2) = 9
Hand: Corrosion, Blessing of Sivanah, Old Salt, Staff of Minor Healing, Blessing of Wadjet, Silver Raven Figurine,
Displayed: Snapping Turtle, Master Cartman, Arcane Armor,
Deck: 8 Discard: 2 Buried: 0
Notes: Blessings! Corrosion! Silver Raven!
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 |
Korundo beats up a Goblin.
combat 8 revealing Fire Geck to use Survival +1d6, revealing Fire Gecko to add 1d4 and fire trait, reveal amulet of mighty fists: 1d8 + 1d6 + 2d4 + 3 ⇒ (8) + (6) + (4, 2) + 3 = 23
| 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.
Discarding Helm of Telepathy to draw Clinging Venom. Discarding Clinging Venom
Combat 8: 1d12 + 8 + 1d8 ⇒ (3) + 8 + (4) = 15
Goblin Raider is banished. Clinging Venom remains discarded
A goblin raider tried to take advantage of the chaos to loot the throne room, but he ran right into the lingering poison cloud.
(Seoni's turn)
Blessing 3: Sarenrae o'clock
Fire 4: 1d4 ⇒ 2
Discarding Bestiary of Garund for 1 Fire damage.
Moving to The Old Light
Another spark of flame leapt out at Seoni. Sensing her power was charged up, the sorcerer returned to the beacon.
Exploring The Old Light 1: Fire Spirit
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Discarding Potion of Ruggedness to draw Clinging Venom. Recharging Blessing of the Spellbound
Combat 10+4=14: 2d12 + 4 + 1d8 ⇒ (6, 9) + 4 + (3) = 22
Fire Spirit is banished. Recharging Clinging Venom
Closing The Old Light: Discarding Fire Snake to use Arcane
Arcane 6: 1d12 + 4 + 1d6 ⇒ (2) + 4 + (2) = 8
The Old Light is closed
Arcane 8: 1d12 + 4 ⇒ (9) + 4 = 13
Fire Snake is recharged
Seoni found the fire spirit at the core of the beacon, powering it. Her poison cloud snuffed out the oxygen around the spirit. Then Seoni extracted the fiery energy from the Old Light, sending a streak of red-orange snaking from the beacon into her body.
Ending turn. Resetting hand
(At the start of Aric's turn)
Recharging Surgeon to cure Bestiary of Garund
The surgeon remarked on how healthy Seoni looked. "I do have quite the glow about me, don't I. Perhaps this might be a good time to catch my breath."
Hand:
Displayed:Surgeon,Cleric of Nethys, Spellbook, Safe Harbor, Sphere of Fire, Blessing of the Spellbound 2, Pyrotechnic Blast,
Deck: 97Discard: 56Buried: 0
Notes: At The Old Light. Planning on Safe Harboring next turn
Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman; Blessing for Conflagration
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.
| Raheli |
Accidentally drew too many. No Silver Raven.
Recharge Staff if Minor Healing to recharge Blessing of Milani.
Hand: Corrosion, Blessing of Sivanah, Old Salt, Blessing of Wadjet,
Displayed: Snapping Turtle, Master Cartman, Arcane Armor,
Deck: 11 Discard: 1 Buried: 0
Notes: Blessings! Corrosion!
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 |
Aric must encounter a 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.
================
During This Adventure:
During This Scenario:
Additional Rules:
Henchman 2
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Turn: 7, Aric/AbrahamZ
Monster 1
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 2
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 3
Monster 2
Traits: Elite Swarm Undead
To Defeat: Combat 12 OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
Monster 4
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 5
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.
Barrier 1
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 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: Basic Skirmish Undead Zombie
To Defeat: None
Each character at this location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Nest is undefeated.
Barrier 4
Barrier B
Traits: Basic Trap
To Defeat: Wisdom Perception Dexterity Acrobatics 9
If defeated, you may immediately explore again.
If undefeated, you are dealt 2d4 Combat damage.
Barrier 5
Barrier B
Traits: 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.
Weapon 1
Weapon 2
Traits: Finesse Knife Magic Melee Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 2
Weapon B
Traits: 2-Handed Basic Melee Piercing Spear
To Acquire: Strength Melee 5
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If you fail this check, you may discard this card to reroll the dice; take the second result.
Weapon 3
Weapon B
Traits: Bludgeoning Hammer Magic Melee
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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 5
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.
Spell 1
Spell B
Traits: Divine Magic
To Acquire: Wisdom Divine 4
During your turn discard this card to examine the top card of your location deck. If it is a monster other than a henchman or villain, you may immediately encounter it.
If you do not have the Divine skill, banish this card.
Succeed at a Divine 6 check to recharge this card instead of discarding it.
Spell 2
Spell B
Traits: Arcane Attack Basic Magic Mental
To Acquire: Intelligence Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
Spell 3
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 4
Spell 1
Traits: Arcane Attack Cold Magic
To Acquire: Intelligence Arcane 6
For your combat check, discard this card to roll your Arcane die + 2d6 with the Cold trait.
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: 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.
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: 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 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: 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 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 B
Traits: Object
To Acquire: Wisdom Perception 4
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 2
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 3
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 4
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 5
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.
Ally 1
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 2
Ally B
Traits: Elf Scout
To Acquire: Wisdom Perception 6 OR Charisma Diplomacy 7
Recharge this card to add 1d4 to a Ranged combat check.
Reveal this card on your turn to examine the top card of your location deck; then recharge this card, or discard it to encounter the revealed card.
Ally 3
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 4
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 5
Ally B
Traits: Human Mayor
To Acquire: Charisma Diplomacy 10
Banish this card to examine your location deck and then shuffle it.
Blessing 1
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 2
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 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 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 5
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.
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: 23
Blessings Deck
Blessings Deck Card 1 - Turn 1 Korundo
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 2 - Turn 2 Raheli
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 Aric
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 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: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 7 - Turn 7 Seoni
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 8 - Turn 8 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 9 - Turn 9 Korundo
Blessing B
Traits: 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 10 - Turn 10 Raheli
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 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 12 - Turn 12 Aric
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 13 - Turn 13 Korundo
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 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: 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 16 - Turn 16 Aric
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 17 - Turn 17 Korundo
Blessing B
Traits: Divine Calistria
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Raheli
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 19 - Turn 19 Seoni
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 20 - Turn 20 Aric
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 21 - Turn 21 Korundo
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 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 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.
Molten Pool
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Conflagration Displayed (Location cannot be closed)
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.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: 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.
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.
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.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
The Old Light
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
Throne Room
At This Location (Open): At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ
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 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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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 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.
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.
Volcanic Vents
At This Location (Open): All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Korundo/Bigguyinblack
Monster B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
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.
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk
At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits: Elite Undead Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
Torture Chamber
At This Location (Open): Combat or Fire damage dealt to you is increased by 1d4.
When Closing: Each character is dealt 1 Mental damage that may not be reduced.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Raheli/NathanDavis
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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: Basic Cultist Human
To Defeat: Combat 9
If undefeated, shuffle the top card of the blessings deck into this location deck.
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
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.
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.
| Aric Z. |
On Raheli's turn: summon and encounter a Goblin Raider
Henchman 1
Type: Monster
Traits:
Goblin
To Defeat:
Combat 8
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.
Aric is not accustomed to fighting. In fact, he's never been in a fight before. His friend the Red Raven left a kukri for him and he wields it uncertainly.
Reveal Kukri
Combat 8: 1d6 + 1d4 ⇒ (6) + (3) = 9 Goblin Raider is banished
Aric is sweaty and breathing hard, but he is unharmed! He stands over the slain goblin raider and a smile spreads across his aristocratic face. So *this* is why all those adventurers flock to the battlefield...
| Aric Z. |
It is the hour of the Gods.
SoT fire dmg?: 1d4 ⇒ 3 Recharge (Aric power) Lookout for 1 fire dmg
SoT: change from Aric to Red Raven; put Kukri in kit and draw Quick-Change Mask from kit.
The Red Raven wonders what else is around here and moves to the Volcanic Vents to check it out.
RR power: examine top card after move step: Vents 1. Then use free explore to encounter it.
Monster B
Traits: Animal Basic
To Defeat: Combat 8
If undefeated, shuffle the Gecko into a random open location.
Reveal Captain's Cutlass
Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (10) + 4 + (1) + 1 = 16 Giant Gecko is banished
Display Clockwork Spy to examine Vents 2: Goblin Pyro. Put Quick-Change mask into kit and Kukri into hand. Then explore Vents 2.
Monster 1
Traits: Elite Goblin Warrior
To Defeat: Combat 8
After the encounter, the Goblin Pyro deals 1 Fire damage to you.
Reveal Captain's Cutlass
Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (9) + 4 + (2) + 1 = 16 Goblin Pyro is banished
Discard Kukri for 1 fire dmg
Recharge Blessing of the Ancients 2 to examine Vents 3: Blessing of Torag. Change to Aric form. Kit: swap Captain's Cutlass 1 for Quick-Change Mask. Explore Vents 3.
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.
Recharge Quick-Change Mask to use Diplomacy to acquire
Diplomacy 4: 1d10 + 4 ⇒ (2) + 4 = 6 Blessing of Torag acquired
End turn. Reset hand
Hand: Blessing of Torag aq, Blessing of the Ancients 1, Stalking Armor, Sharper, Masque, Appleslayer,
Displayed: Gambeson, Cockroach Coat, Clockwork Spy,
Deck: 7 Discard: 1 Buried: 0
Notes: Location: Volcanic Vents. Current Form: Aric
Blessing of the Ancients 1:
Blessing of Torag: +2 dice to a noncombat Strength check.
Sideboard cards: Captain's Cutlass 2, Compass, Captain's Cutlass 1,
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.
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 ([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. +1d4 to animal trait feat.
Korundo visits the Torture Chamber, His Pygmy Ankylosaur protecting him from stray fire.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
combat 10 +4 revealing Crow to use Survival +1d6, revealing amulet of mighty fists, using Wintervine: 2d8 + 1d6 + 1d4 + 3 ⇒ (3, 8) + (3) + (2) + 3 = 19
survival 5 to recharge Wintervine: 1d8 + 3 ⇒ (2) + 3 = 5
Close location. Discard Crow to unpreventable mental dmg.
Hand: Frilled Lizard, Amulet of Mighty Fists, Cauterize, Delve Raheli, Cloud Puff (plant), Fire Gecko,
Displayed: Pygmy Ankylosaur,
Deck: 10 Discard: 2 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Delve: Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.
Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Location: Torture Chamber (closed)"
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>
Everyone! takes 1 unpreventable mental damage.
Torture Chamber is closed.
| Aric Z. |
Aric recharges (Aric power) Masque for 1 mental dmg.
| Seoni WotR-EmpTyger |
(During Korundo's turn)
Discarding Pyrotechnic Blast for 1 Mental damage
An anguished scream from the torture chamber made Seoni want even more to remain in the safety of the Old Light.
Hand: Cleric of Nethys, Spellbook, Safe Harbor, Sphere of Fire, Blessing of the Spellbound 2,
Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: At The Old Light. Planning on Safe Harboring next turn
Ask before using: Blessing of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for henchman; Blessing for Conflagration
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.
| Raheli |
Discard Old Salt for Mental Damage
Old Salt was done with the Torture Chamber
Erastil Day
Fire Damage?: 1d4 ⇒ 1
Yep. Fire Damage + Torture Chamber: 1d4 + 1 ⇒ (1) + 1 = 2
Top Deck Snapping Turtle to Reduce Damage by 4
As Korundo tangles with the Fire Spirit, Raheli narrowly avoids the flames, thanks to the power of her turtle.
Before fleeing the chamber, Raheli encircles Korundo with the power of Corrosion. Give Card
Magic
Arcane
Divine
Acid
Powers
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.
Raheli steals herself to take on the less psychic threat, the Zombie Giant at the Throne Room.
Recharge Blessing of Wadjet, use Korundo's Corrosion
Combat 13: 1d10 + 3 + 1d8 + 1d10 ⇒ (4) + 3 + (2) + (7) = 16
Pulling from her connection with Korundo, Raheli is able to take the Zombie Giant apart piece by piece.
Hand: Blessing of Sivanah, Silver Raven Figurine, Compass, Shy Ratani, Sapphire of Intelligence,
Displayed: Snapping Turtle, Master Cartman, Arcane Armor,
Deck: 8 Discard: 2 Buried: 0
Notes:
Sideboard cards:
On Seoni's turn, recharge Compass to move to Molten Pool and Examine
Raheli leaves the Throne Room to try to tamp down the fires at the Molten Pool and sees a suit of Half-Plate in the process.
Recharge Master Cartman to Draw Arcane Armor
Hand: Arcane Armor, Blessing of Sivanah, Silver Raven Figurine, Shy Ratani, Sapphire of Intelligence,
Displayed: Snapping Turtle,
Deck: 10 Discard: 2 Buried: 0
Notes: Silver Raven for hand cleaning, Sivanah for noncombat Int/Cha
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 |
Divine 9 to recharge Corrosion: 1d8 + 4 ⇒ (6) + 4 = 10
| BR Yewstance |
During This Adventure:
During This Scenario:
Additional Rules:
Henchman 2
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Turn: 10, Seoni/EmpTyger
Monster 1
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 2
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 3
Monster B
Traits: Basic Undead Zombie
To Defeat: Combat 9
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (rounding up).
If undefeated, each other character at this location summons and encounters a Zombie.
Monster 4
Monster B
Traits: Human Sorcerer Veteran
To Defeat: Combat 8
The difficulty to defeat the Enchanter is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Enchanter deals 1 Force damage to you.
After the encounter, the Enchanter deals 1 Fire damage to you.
Monster 5
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.
Barrier 1
Barrier B
Traits: Elite Obstacle Veteran
To Defeat: Dexterity Acrobatics Constitution Fortitude 8
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.
Barrier 2
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 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.
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: 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.
Weapon 2
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 3
Weapon B
Traits: Axe Magic Ranged Slashing
To Acquire: Dexterity Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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.
Weapon 5
Weapon B
Traits: 2-Handed Bow Magic Piercing Ranged
To Acquire: Dexterity Ranged 11
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d8+1; you may additionally discard this card to add your unmodified Strength die with the Electricity trait. 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 with the Electricity trait to a combat check at another location.
Spell 1
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 2
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 3
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 4
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 5
Spell B
Traits: Arcane Attack Basic Magic Mental
To Acquire: Intelligence Arcane 4
Discard this card to evade a monster whose highest difficulty to defeat is 10 or lower.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 4 check to recharge this card instead of discarding it.
Armor 1
Armor B
Traits: Elite Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Armor 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 3
Armor 1
Traits: Elite Light Armor Magic
To Acquire: Constitution Fortitude 6
Reveal this card to reduce Combat damage deal to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Armor B
Traits: Elite 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 Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item 1
Item B
Traits: 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.
Item 2
Item B
Traits: Accessory Basic Magic
To Acquire: Intelligence Arcane 3
Recharge this card to reduce Combat damage dealt to you by 1.
Item 3
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 4
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 5
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.
Ally 1
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 2
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 3
Ally B
Traits: Basic Human
To Acquire: Constitution Fortitude 4 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your Perception Check.
Banish this card to reduce damage dealt to any character by 3.
Ally 4
Ally B
Traits: Elite Human
To Acquire: 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 Perception 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Perception 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: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your 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 3
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 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 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.
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: 20
Blessings Deck
Blessings Deck Card 1 - Turn 1 Aric
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 2 - Turn 2 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 3 - Turn 3 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 4 - Turn 4 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 5 - Turn 5 Aric
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 6 - Turn 6 Korundo
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 7 - Turn 7 Raheli
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 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 9 - Turn 9 Aric
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 10 - Turn 10 Korundo
Blessing B
Traits: Divine Shelyn
To Acquire: Wisdom 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Wisdom check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 11 - Turn 11 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: 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 13 - Turn 13 Aric
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 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 15 - Turn 15 Raheli
Blessing 1
Traits: Divine Lamashtu
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 16 - Turn 16 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 17 - Turn 17 Aric
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 18 - Turn 18 Korundo
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 19 - Turn 19 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 20 - Turn 20 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.
Molten Pool
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Raheli/NathanDavis, Conflagration Displayed (Location cannot be closed)
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.
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Barrier 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.
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.
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 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: 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.
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.
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.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
The Old Light
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
Throne Room
At This Location (Open): At the start of your turn, you may recharge an item to draw a card.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 2 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Spell B
Traits: Arcane Magic
To Acquire: Intelligence Arcane 6
If a monster deals damage to you, you may display this card, even if you have played another spell on this check. Roll 1d4; on a result other than 1, reduce the damage to 0. Do this each time a monster deals damage to you. Discard this card at the end of the turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.
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 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.
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.
Volcanic Vents
At This Location (Open): All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
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: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk
At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
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.
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.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Armor 2
Traits: Magic Offhand Shield
To Acquire: Constitution Fortitude 6
If you played a weapon with the 2-Handed trait on this check, you may not play this card.
Reveal this card to add the Magic trait to your combat check.
Reveal this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
If you are proficient with light armors, you may recharge this card when you reset your hand.
Monster B
Traits: Elite Undead Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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 B
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
Torture Chamber
Closed
At This Location: Combat or Fire damage dealt to you is increased by 1d4.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/Bigguyinblack
| Seoni WotR-EmpTyger |
Gods o'clock
Fire 4: 1d4 ⇒ 2
Discarding Blessing of the Spellbound for 1 Fire damage.
Displaying Safe Harbor at The Old Light
Recharged cards: 1d4 + 1 ⇒ (2) + 1 = 3
Safe Harbor: Blessing of the Spellbound, Menagerie Keeper, Helm of Telepathy are recharged
Seoni got a little burned before she settled into a good position for sunbathing. It was worth it; she was now literally glowing with radiant power.
Ending turn. Resetting hand
Hand: Frostbite, Cleric of Nethys, Spellbook, Detect Magic, Sphere of Fire, Locate Object, Fire Snake,
Displayed: Safe Harbor,
Deck: 8 Discard: 4 Buried: 0
Notes: At The Old Light. Safe Harbor is displayed at The Old Light (until my next turn, skip 1st exploration to recharge 1d4+1)
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 ([X] or a spell), you may draw a card.
| Red Raven Z. |
SoT fire dmg?: 1d4 ⇒ 3 Recharge (Aric power) Sharper to 1 fire dmg
SoT change to Red Raven. Take Captain's Cutlass 1 from kit. Add Stalking Armor to kit.
It is the hour of Desna. Aric decides to stay at the Vents.
End of move step, examine (take Stalking Armor from kit, add Captain's Cutlass 1 to kit), then explore, Vents 1
Item B
Traits: Clothing Magic
To Acquire: Dexterity Stealth 8
Bury this card to move, or to evade an encounter and then move. You automatically succeed at any check required to move.
Reveal Stalking Armor
Cockroach Coat is already displayed
Stealth 8: 1d10 + 3 + 2 + 1d4 ⇒ (2) + 3 + 2 + (1) = 8 Cape of Escape is acquired
Discard Appleslayer to move to Throne Room and examine Throne Room 1, swap Stalking Armor back into kit and Captain's Cutlass back into hand, then explore Throne Room 1
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.
Reveal Captain's Cutlass
Combat 8: 1d10 + 4 + 1d6 + 1 ⇒ (10) + 4 + (6) + 1 = 21 Rat Swarm is banished
Discard Blessing of the Ancients 1 to examine (swap Cape of Escape into kit and retrieve Captain's Cutlass 2), then explore, Throne Room 2
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Discard Captain's Cutlass 1
Banish Clockwork Spy
Combat 10+4=14: 1d10 + 4 + 1d6 + 1 + 1d6 + 1d8 ⇒ (4) + 4 + (4) + 1 + (2) + (5) = 20 Fire Spirit is banished
Recharge Captain's Cutlass 2
Discard Raheli's BoSivanah
Cha 6 to close Throne Room: 3d4 + 1d6 ⇒ (1, 3, 3) + (4) = 11
Throne Room is closed
The Red Raven takes a rest.
End turn, reset hand. Still in Red Raven form.
Hand: Blessing of Torag aq, Spring Blade +1, Psychic Detective, Mask of the Red Raven,
Displayed: Gambeson, Cockroach Coat,
Deck: 7 Discard: 4 Buried: 0
Notes: Location: Throne Room (closed). Current Form: Red Raven
Blessing of Torag: +2 dice to a noncombat Strength check.
Sideboard cards: Cape of Escape aq, Compass, 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.)
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 ([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.
| Korundo |
Blessing of Calistria in effect. +1d4 to animal trait feat.
fire dmg?: 1d4 ⇒ 4
Living a semi-charmed life Korundo checks out the Scorched Obelisk.
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.
He feels oddly blessed by the Elk loving god himself. Autoacquire.
Discard Blessing of Erastil to explore.
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.
Wisdom 7: 1d8 + 1 ⇒ (7) + 1 = 8
A quick chat with the night watch and they agree to show him around.
Discard Night Watch to explore.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
These Fire Spirits are persistent.
combat 10 +4 revealing Frilled Lizard to use Survival +1d6, Discarding Frilled Lizard, revealing Amulet of Mighty Fists: 1d8 + 1d6 + 3d4 + 3 ⇒ (7) + (6) + (4, 4, 2) + 3 = 26
Reload Pygmy Ankylosaur to prevent the electricity damage for beating the bane by 4 or more.
Korundo tries to clean up the area so no more weird fire things show up.
Constitution 9 to close using Aric's Blessing of Torag: 2d10 ⇒ (2, 1) = 3
Failure makes Korundo sad.
End turn.
Hand: Amulet of Mighty Fists, Cauterize, Delve Raheli, Cloud Puff (plant), Fire Gecko,
Displayed: Pygmy Ankylosaur,
Deck: 11 Discard: 5 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Delve: Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.
Cloud Puff: Recharge (Or bury Survival 5) to allow any character to ignore both BYA and AYA power of a bane.
Location: Scorched Obelisk"
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>
Used Aric's Blessing of Torag.
Cards 1-3 of Scorched Obelisk acquired or banished. Including a Henchman.
Drew and displayed Pygmy Ankylosaur.
| Raheli |
Hour of the Gods
Fire Damage?: 1d4 ⇒ 1
Top Deck Snapping Turtle
Start of Turn Conflagration: Recharge Silver Raven Figurine and Sapphire of Intelligence
Disable 9+2: 1d10 + 5 + 2d4 ⇒ (10) + 5 + (4, 3) = 22
Firefighter Raheli strikes again.
Start of Turn Location Fire Damage: Discard Arcane Armor
She gets singed anyway.
She tries to grab some protective clothing, Half-Plate
Recharge Shy Ratani
Constitution 4: 1d6 + 1d8 ⇒ (4) + (2) = 6
This will protect for a little while.
Hand: Boots of Friendly Terrain, Gem of Physical Prowess, Sacred Candle, Dreamcatcher, Half-Plate, Blue Star,
Displayed: Snapping Turtle,
Deck: 8 Discard: 4 Buried: 0
Notes: Sacred Candle if Blessing 1 or 2. Blue Star, Combat 1d6 Poison at location
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 4: Gods o'clock
Revealing Spellbook
Arcane 10: 1d12 + 4 + 1d4 ⇒ (10) + 4 + (3) = 17
Safe Harbor is recharged
Fire 4: 1d4 ⇒ 1
Discarding Frostbite for 1 Fire damage
The flames were starting to break through her sunscreen. "Beginning to get a little too hot here."
Moving to Scorched Obelisk
Discarding Locate Object to examine and encounter Scorched Obelisk 4: Deathbane Shield
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.
CON 6: 1d6 ⇒ 5
Deathbane Shield is banished. Discarding Locate Object instead of recharging
With Korundo having extinguished the flame in the obelisk, Seoni went to see what magic it had been powering. She detected another of those magic shields, but she had seen enough of them that they had lost their grandeur.
Exploring Scorched Obelisk 5: Plague Zombie
Traits: Elite Undead Zombie
To Defeat: Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Discarding Detect Magic to draw Locate Object.
Displaying Sphere of Fire
Combat 11: 1d12 + 4 + 1d6 ⇒ (9) + 4 + (1) = 14
Plague Zombie is banished
"That's not a death's head on the shield..." Seoni realized that the depicted undead was a little too animated for her liking. A well-placed fireball took care of that.
Discarding Locate Object to examine Scorched Obelisk 6: Slashing Blade, Scorched Obelisk 7: Tickwood Boar, Scorched Obelisk 8: Traitor, Scorched Obelisk 9: Large Chest, Scorched Obelisk 10: Quarterstaff
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
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.
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
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.
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.
Encountering Quarterstaff. Slashing Blade, Tickwood Boar, Traitor, Large Chest are shuffled back into Scorched Obelisk
STR 3: 1d6 ⇒ 3
Quarterstaff is acquired. Revealing Spellbook
Arcane 8: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Locate Object is discarded
Uninterrupted, the sorcerer picked up a quarterstaff and used it to draw a map of the obelisk in the ashy surface. "A wild boar guards the atrium. If we try to go around, there's a blade trap that cycles around at irregular intervals, here... here... and here. All protecting a treasure chest at the top."
One of the expedition members got a strange gleam in their eyes at the mention of treasure. Seoni didn't miss it.
Ending turn. Sphere of Fire is recharged. Resetting hand
Hand: Cleric of Nethys, Blessing of Pharasma, Spellbook, Clinging Venom, Bestiary of Garund, Quarterstaff, Fire Snake,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: At Scorched Obelisk
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for henchman
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.
| Red Raven Z. |
SoT: change from Red Raven to Aric.
SoT fire dmg?: 1d4 ⇒ 1 Recharge Psychic Detective to 1 Fire dmg
It is the hour of the Gods.
Aric moves back to the Volcanic Vents.
Explore Volcanic Vents 2
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.
Recharge Mask of the Red Raven to shift from Aric to Red Raven
Rules question: it's moot in this case because Aric and RR both have the same Wisdom, but if they didn't, could I - for example - have remained in Aric form to do the BYA check and then changed to RR for the combat check? Does it matter that the Wis check is "before the encounter" instead of "BYA"? In this case, the shift is coming from the Mask, which simply says "when you encounter a monster, recharge this card to replace your character and token with the Red Raven's..."
Before the encounter, Wis 6: 1d8 ⇒ 2
Reveal Spring Blade +1
Combat 9+1=10: 1d10 + 4 + 1d4 + 2 ⇒ (4) + 4 + (1) + 2 = 11 Vents 2: Yeth Hound is banished
End turn, reset hand. In Red Raven form.
Hand: Blessing of the Spy, Spring Blade +1, Lookout, Blessing of the Ancients 2,
Displayed: Gambeson, Cockroach Coat,
Deck: 6 Discard: 5 Buried: 0
Notes: Location: Volcanic Vents. Current Form: Red Raven
Blessing of the Ancients:
Lookout: Reveal this card to add 1d6 to any Perception check.
Sideboard cards: Cape of Escape aq, Compass, 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.)
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 ([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.
| Korundo |
Blessing of Irori in effect. Choosing +1d4 to animal trait feat.
Pygmy Ankylosaur continues to shield from random fire spouts.
Korundo teaches Seoni new uses for Fire and offers to let her test it on him. Passing Cauterize to Seoni and have her cast it on me.
Cauterize discarding Cloud Puff: 1d4 + 1 ⇒ (3) + 1 = 4
It hurts but in a good way.
He feels the energy to press on.
random card: 1d4 + 5 ⇒ (2) + 5 = 7
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.
survival 7: 1d8 + 3 ⇒ (6) + 3 = 9
combat 8 revealing Fire Gecko to use Survival +1d6, revealing Fire Gecko, revealing Amulet of Mighty Fists: 1d8 + 1d6 + 2d4 + 3 ⇒ (3) + (6) + (4, 1) + 3 = 17
electricity dmg from overkill: 1d4 ⇒ 2
Reload Pygmy Ankylosaur to prevent damage.
Korundo begins roasting some boar.
Hand: Arrow Catching Studded Leather aq, Amulet of Mighty Fists, Delve Raheli, Fire Gecko,
Displayed: Pygmy Ankylosaur,
Deck: 14 Discard: 2 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Delve: Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.
Location: Scorched Obelisk"
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>
Cauterize passed to Seoni.
Cauterize cast on Korundo.
Scorched Obelisk card 7 banished.
| Raheli |
Sarenrae Day
Start of Turn Burning?: 1d4 ⇒ 1
Top Deck Snapping Turtle to Reduce damage to 0
Start of Turn Location Damage. Discard Half-Plate
Raheli sheds the Half-Plate. It was nice while it lasted
Toughing it out in the Molten Pools, Raheli suddenly feels a Blessing of the Gods. Auto-Acquire
Discard Blessing of the Gods to Explore
Just as the gods give their blessing, some celestial force sends a Falling Bell at her as well.
Auto-Fail the Wis/Perception. Recharge Boots of Friendly Terrain, Gem of Physical Prowess, Sacred Candle, Dreamcatcher, and Blue Star
Dexterity 10: 1d10 + 3 + 5d4 ⇒ (5) + 3 + (1, 3, 4, 4, 4) = 24
Raheli dives out of the way in time just avoiding shrapnel.
Damage goes nowhere with no cards in hand
Hand: Staff of Minor Healing, Blessing of Milani, Blessing of Wadjet, Compass, Master Cartman,
Displayed: Snapping Turtle,
Deck: 8 Discard: 6 Buried: 0
Notes:
Sideboard cards:
On Seoni's Turn, Recharge Staff of Minor Healing to recharge Stone Skin.
Recharge Compass to Move to Scorched Obelisk and Examine
Shuffle Examine: 6,8,9: 1d3 ⇒ 3 Card 9: Large Chest
Raheli takes a moment to get out of the heat.
Hand: Blessing of Milani, Blessing of Wadjet, Master Cartman,
Displayed: Snapping Turtle,
Deck: 11 Discard: 5 Buried: 0
Notes: @Throne Room, Milani (2d Dex/Wis), Wadjet (2d8 Boon)
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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 |
(On Korundo's turn)
Discarding Cauterize instead of recharging
Seoni was quite impressed with the hunter's fiery first-aid. "I'll need to remember that."
(Seoni's turn)
Blessing 8: Gorum o'clock
Fire 4: 1d4 ⇒ 4
Exploring Scorched Obelisk 9: Large Chest
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.
Discarding Fire Snake to use Arcane, revealing Spellbook
Arcane 9+2=11: 1d12 + 4 + 1d4 ⇒ (4) + 4 + (4) = 12
Weapons: 1d4 ⇒ 2
Drawing Random Weapon 1: Heavy Crossbow and Random Weapon 2: Longsword +1
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.
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.
Revealing Spellbook
Arcane 8: 1d12 + 4 + 1d4 ⇒ (1) + 4 + (2) = 7
Fire Snake remains discarded
The Samsaran had found a sizeable crack at the base of the back of the obelisk. Seoni summoned a fire serpent. The creature slithered in through the crack, wrapped the loot in its coils, and returned the same way, neatly bypassing the traps.
Discarding Cleric of Nethys to examine Scorched Obelisk 6: Slashing Blade and Scorched Obelisk 8: Traitor
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage
Traits: Elite Human
To Defeat: Combat 11
Before the encounter, discard a random ally from your hand.
Exploring Scorched Obelisk 8: Traitor
Discarding Quarterstaff to draw Cauterize. Discarding Clinging Venom
Combat 11: 1d12 + 4 + 1d8 ⇒ (8) + 4 + (7) = 19
Electricity damage: 1d4 ⇒ 3
Discarding Heavy Crossbow, Longsword +1, Bestiary of Garund for 3 Electricity damage. Traitor is banished. Clinging Venom is recharged
Varisa signaled to the sorcerer. The cleric of Nethys had been scrying on a shady rogue, Matson. While Seoni, Raheli, and Korundo had been seemingly preoccupied with the exterior of the obelisk, Matson had snuck inside, planning on stealing the treasure for himself. Seoni shook her head at such blatantly selfish greed. "And *my* people get the bad reputation." Seoni signaled to the cleric to seal the obelisk shut.
An increasingly panicked voice could be heard through the crack. "Wait... what's happening? Why is it so dark?" The sorcerer cast a spell and a mist began seeping in through the cracks. Seoni's voice echoed among the hissing. "You wanted the treasure all for yourself? Go ahead. What's within is yours, and yours alone." The rogue cursed and stumbled around trying to escape before succumbing to the gas. In his throes, Matson blindly triggered the obelisk's defenses, and lightning shot out. Seoni, on the outside, received a moderate shock; the traitor within was fried to a crisp.
Ending turn. Resetting hand
Hand: Blessing of the Spellbound 3, Blessing of Pharasma, Spellbook, Surgeon, Blessing of the Spellbound 2, Cauterize, Menagerie Keeper,
Displayed:
Deck: 4 Discard: 13 Buried: 0
Notes: At Scorched Obelisk. Using Surgeon on myself after Cauterizing Aric
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); 2 Blessings of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for villain; Blessing for closing
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.
| BR Yewstance |
To answer Abraham's question earlier, the "When you encounter" clause indicates it could only be played when you start the encounter with a card, which means you cannot do it in-between checks or the like. BYA, checks to defeat and AYA checks are all a part of your encounter with something.
If it could be done at any time, or 'during your check against a bane', or something, then yes you could switch mid-encounter like that.
===========================
During This Adventure:
During This Scenario:
Additional Rules:
Henchman 2
Type: Barrier
Traits:
Trigger
Obstacle
Weather
Fire
Veteran
To Defeat: Dexterity Disable Craft Constitution Survival 9
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario's adventure deck number.
While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
Turn: 19, 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: 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 3
Monster 2
Traits: Elite Ghoul Undead
To Defeat: Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, reset your hand and end your turn.
Monster 4
Monster 1
Traits: Basic Goblin Rogue
To Defeat: Combat 8
Before the encounter, succeed at a Wisdom or Perception 6 check or bury 1 random card from your hand.
Monster 5
Monster 2
Traits: Elite Swarm Undead
To Defeat: Combat 12 OR Divine 8
The Carrionstorm is immune to the Mental and Poison traits.
If undefeated, return the Carrionstorm to the top of this location deck.
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 Skirmish Undead
To Defeat: None
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
Barrier 3
Barrier B
Traits: Skirmish Veteran
To Defeat: Wisdom Perception Dexterity Acrobatics 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 4
Barrier 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.
Barrier 5
Barrier 1
Traits: Basic Goblin Skirmish
To Defeat: None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Weapon 1
Weapon B
Traits: Axe Elite Melee Slashing
To Acquire: Strength Melee 8
For your combat check, reveal this card to roll your Strength or Melee die + 1d6; you may additionally discard this card to add another 1d8. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Weapon 2
Weapon 1
Traits: Finesse Knife Magic Piercing Ranged
To Acquire: Dexterity Ranged 6
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Weapon 3
Weapon 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 4
Weapon B
Traits: Basic Dart Piercing Ranged
To Acquire: Dexterity Ranged 4
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4.
If you fail a combat check using this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.
Weapon 5
Weapon 2
Traits: Finesse Knife Magic Melee Slashing
To Acquire: Strength Melee 9
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Spell 1
Spell 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 2
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 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: Divine Elite Magic
To Acquire: Wisdom Divine 6
Discard this card to add 1d6 to any check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
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 2
Armor 1
Traits: Elite Heavy Armor Magic
To Acquire: Constitution Fortitude 7
Reveal this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.
Armor 3
Armor B
Traits: Basic Heavy Armor
To Acquire: Constitution Fortitude 3
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
Armor 4
Armor B
Traits: Elite 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 5
Armor B
Traits: Basic Offhand Shield
To Acquire: Constitution Fortitude 4
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.
Item 1
Item B
Traits: Basic Book
To Acquire: Intelligence Knowledge 8
Discard this card to add 1 die to your check to acquire a boon. After playing this card, you may succeed at an Intelligence or Knowledge 10 check to recharge this card instead of discarding it.
Item 2
Item B
Traits: Alchemical Basic Object
To Acquire: Intelligence Craft 4
Banish this card to add 1d4 to any combat check attempted by a character at your location.
Item 3
Item B
Traits: 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.
Item 4
Item 1
Traits: Alchemical Elite Liquid
To Acquire: Intelligence Craft 6
Banish this card and choose a character at your location to succeed at a Survival check.
Item 5
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.
Ally 1
Ally B
Traits: Elite Human
To Acquire: Dexterity Ranged 8 OR Charisma Diplomacy 6
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.
Ally 2
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 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: Dexterity Stealth 7 OR Charisma Diplomacy 6
Recharge this card to add 1d10 to your Stealth or Disable check, or your check to defeat a barrier.
If you do not acquire this card, discard 1 weapon or item.
Ally 5
Ally B
Traits: Basic Human Sage
To Acquire: Wisdom 7 OR Charisma Diplomacy 6
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.
Blessing 1
Blessing 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 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 3
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.
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: 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 Remaining: 11
Blessings Deck
Blessings Deck Card 1 - Turn 1 Korundo
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 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 Irori
To Acquire: Intelligence 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Intelligence check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.
Blessings Deck Card 4 - Turn 4 Aric
Blessing B
Traits: Divine Sarenrae
To Acquire: Constitution 4 OR Divine 5
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Constitution check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 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 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 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
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 9 - Turn 9 Korundo
Blessing B
Traits: Divine Erastil
To Acquire: Dexterity 4 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a Dexterity-based combat check.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Raheli
Blessing B
Traits: Basic Divine
To Acquire: None
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.
Blessings Deck Card 11 - Turn 11 Seoni
Blessing 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.
Molten Pool
Traits: Abyssal
At This Location (Open): When any character at this location would be dealt Combat damage, you are dealt Fire damage instead. At the start of your turn, you are dealt 1 Fire damage.
When Closing: You are dealt an amount of Fire damage equal to 1 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here:
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.
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 2
Traits: Animal Elite Swarm
To Defeat: Combat 11 OR Dexterity Stealth 9
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Barrier B
Traits: 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.
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.
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.
Villain 2
Type: Monster
Traits: Outsider Elemental Janni Fire
To Defeat: Combat 12
Before you act, discard a card from the blessings deck for each other open location.
The Ifreeti is immune to the Fire and Poison traits. All damage dealt by the Ifreeti is Fire damage.
The Old Light
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
Throne Room
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
Volcanic Vents
At This Location (Open): All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Aric/AbrahamZ
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Scorched Obelisk
At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Korundo/Bigguyinblack, Raheli/NathanDavis, Seoni/EmpTyger,
Barrier 1
Traits: Elite Trap
To Defeat: Dexterity Disable 9
If undefeated, every character at this location is dealt 1d4 Combat damage.
Torture Chamber
Closed
At This Location (Open): Combat or Fire damage dealt to you is increased by 1d4.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
| Aric Z. |
SoT, change from Red Raven to Aric. Take Cape of Escape from Kit. Put Blessing of the Ancients 2 into Kit.
SoT fire dmg?: 1d4 ⇒ 2 Recharge Lookout to 1 fire dmg
It is the hour of Pharasma.
Aric moves to join his comrades at the Scorched Obelisk.
Seoni casts Cauterize on Aric. Aric discards Cape of Escape for Cauterize.
Cauterize cards healed from discard: 1d4 + 1 ⇒ (4) + 1 = 5 Excellent! Thanks, Seoni!
Aric decides to skip his exploration for this turn.
End turn, reset hand
Hand: Psychic Detective, Spring Blade +1, Blessing of the Spy, Masque, Cape of Escape aq, Kukri,
Displayed: Gambeson, Cockroach Coat,
Deck: 8 Discard: 1 Buried: 0
Notes: Location: Scorched Obelisk. Current Form: Aric
Sideboard cards: Compass, Blessing of the Ancients 2, 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.
| Korundo |
Blessing of Shelyn in effect. Choosing +1d4 to animal trait feat.
As the Pygmy Ankylosaur again protects from any stray fire, Korundo travels to the Volcanic Vents for what he suspects is a major fight.
Henchman 2
Type: Monster
Traits: Outsider Elemental Fire
To Defeat: Combat 10
The Fire Spirit is immune to the Fire trait. If the check to defeat has the Cold trait, add 1 die. All damage dealt by the Fire Spirit is Fire damage.
If undefeated, draw the henchman Conflagration from the box and examine it.
If defeated, you may immediately attempt to close the location this henchman came from.
Let Mortal Kombat begin!
combat 10 +4 revealing Fire Gecko to use Survival +1d6, revealing AoMF, discarding Seoni's Blessing of Pharasma: 2d8 + 1d6 + 2d4 + 3 ⇒ (2, 5) + (5) + (1, 1) + 3 = 17
After a close battle Korundo uses the corpse to close off the area. While his Pygmy Ankylosaur provides him protection, Aric gets a bit singed.
Recharge Arrow Catching Studded Leather and end turn.
Hand: Fox, Amulet of Mighty Fists, Call Animal, Delve Raheli, Fire Gecko,
Displayed: Pygmy Ankylosaur,
Deck: 13 Discard: 2 Buried: 0
"Notes: Pygmy Ankylosaur: Reduce all dmg to me by 1. Reload to reduce dmg by 4. May place monster I fail to defeat 2nd from top.Delve: Discard this card to add 1d8 to any check to acquire a weapon, an armor, or an item.
Fox: Recharge to add 1d4 to any Wisdom check.
Location: Volcanic Vents (closed)"
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>
Seoni's Blessing of Pharasma discarded.
Volcanic Vents closed.
Aric takes 1 fire damage.
| Seoni WotR-EmpTyger |
(During Aric's turn)
Cauterize is recharged. Recharging Surgeon to cure Bestiary of Garund
Seoni practiced Korundo's fire-magic by cauterizing Aric's wounds. The surgeon also tried out the hunter's methods.
Hand: Blessing of the Spellbound 3,
Displayed:Blessing of Pharasma,Spellbook, Blessing of the Spellbound 2, Menagerie Keeper,
Deck: 7 Discard: 1312Buried: 0
Notes: At Scorched Obelisk
Ask before using: 2 Blessings of the Spellbound (+1 die, recharge if Arcane/Divine)
Can use without asking: Blessing if would recharge; Blessing for villain; Blessing for closing
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.
| Aric Z. |
Aric is now at the Obelisk (moved there on his turn for Cauterize), so does not take 1 Fire dmg from Kurundo's closing the Vents.
| Raheli |
Iome-Day
Fire Damage?: 1d4 ⇒ 2
Top Deck Snapping Turtle to reduce damage to 0
Raheli shares the words of Milani with Aric. Give Card: Blessing of Milani
Divine
Milani
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Dexterity or Wisdom 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.
Raheli takes what she hopes will be a brief hop over to the Molten Pool where she is met by a Goblin Warchanter. It tries to break her of spell and weapon use through its chant.
Recharge Blessing of Wadjet
Combat 8: 1d10 + 3 + 1d8 ⇒ (7) + 3 + (3) = 13
She just laughs as her hair tendrils take hold of the goblin and tear the chanter apart.
Discard Master Cartman to move and explore
The Master Cartman held a shortcut back to the Scorched Obelisk open for Raheli to move back to. Once there, she attempts to disable the Slashing Blade trap.
Discard Aric's newly acquired Blessing of Milani
Disable 9: 1d10 + 5 + 2d10 ⇒ (6) + 5 + (2, 10) = 23
The device collapse after a determined assault against the mechanism controlling it.
Discard Seoni's Blessing of the Spellbound
Close Constitution: 1d6 + 1d6 ⇒ (1) + (4) = 5
Not quite tough enough to stop the Obelisk dead.
Hand: Silver Raven Figurine, Sapphire of Intelligence, Shy Ratani, Sacred Candle, Gem of Physical Prowess, Blue Star,
Displayed: Snapping Turtle,
Deck: 6 Discard: 6 Buried: 0
Notes: Silver Raven to offload any undesirables or to give any of my hand.
Sacred Candle: Unless Obelisk already closed, a Con-based blessing, or 1/2.
Sideboard cards:
Dexterity d10 [X]+1 [X] +2 [X] +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.
Banished Molten Pool Card 1 and Scorched Obelisk Card 1
Gave Blessing of Milani to Aric, then discarded it. Discarded Seoni's BotS
Obelisk still open